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Cross-Content from both Wastelands items Vendor

General mod discussion and requests.
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Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

Cross-Content from both Wastelands items Vendor

Post by Niar26 » Tue Jun 25, 2013 4:18 pm

I don't know if this is the right forum page to post it, so if you find it necessarily move it to somewhere more appropriate.



The idea arrived to me when i thought the "kept moving between wastelands to buy different weapons/armors" became quite a time burden and a bit annoying, after a while.

I thought, Would it be a good addition to TTW to have a Vendor in front ( or also inside) the train stations, possibly two different vendors ( 1 in front of the WC train, the other in front of MW train station) that sells both items from both the wastelands? Or maybe something like the vendor in Dc that sells items from MW while the one in mojave would sell DC items?

I would do it myself actually but i'm not really good in using geck, but i think it wouldn'ty be too hard, to make an npc vendor and add all the leveled lists  (example: leveled litss that theVendortron have for the vendor in DC selling MWitems) .



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MrMedicinal
Posts: 83
Joined: Sat Jun 15, 2013 8:57 pm
Location: Two Sun, Arizona

There is a mod here on this

Post by MrMedicinal » Tue Jun 25, 2013 4:28 pm

There is a mod here on this forum that adds vending machines that sell weapons, armor, etc. The actual name escapes me currently, but i think it is called "TTW Ammo Vending Machine", or something like that. Search for it on this forum.  There are two different versions i believe.



Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

Yeah i know about that, the

Post by Niar26 » Tue Jun 25, 2013 4:43 pm

Yeah i know about that, the fact is that i'm actually trying to make it more "lore-friendly" as possible, and vending machines aren't really lore-friendly xD And btw, the vendign machine doesn't offer the possibility to buy items from other mods , while the vendors can...



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

TTW has future plans to add

Post by JaxFirehart » Tue Jun 25, 2013 7:19 pm

TTW has future plans to add people to the stations that give the impression that there is some cross-wasteland travel going on, at least for NCR soldiers/representatives. That's well in the future and a mod to that extent would be welcome indeed until then. It's a difficult balance to strike though, finding a way to prevent the player from having to buy their stuff in NV, but also not have it be readily available in DC. T3T made a mod that enhances and expands the ability to trade with the Outcasts, giving the player a source of high end bullet weapons and ammo, but it uses the recipe system and so gives access to unlimited amounts of weapons and ammo. I am still looking for a way to add limits without sacrificing it's ease of use before I incorporate it directly, but it is awesome work and I suggest you download it if you don't mind the ability to exploit it.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Seconding a recommendation

Post by plumjuice » Thu Jun 27, 2013 10:28 am

Seconding a recommendation for T3T's mod, it's ace.


As for making a multi-purpose, multi-wasteland, vendor "lore friendly", it's an oxymoron. I would have hoped that was self evident. The inventory would have to be extremely limited to be "lore friendly" (which in my mind would defeat the purpose of the mod).


As for actual store inventory, I thought gribble's mod did allow you to purchase stuff from other mods. If not, then it's the other vendor mod on the nexus that does.


What would be nice (though not what I would call "lore friendly"), is a merchant at the stations with a dynamic inventory (sourced from both wastelands, and other mods if available). And when I say dynamic, I mean you could show up and all there is to buy is a Dino Toy and a paperweight, and a week later he has a Fatman and a collection of cowboy repeaters. Properly dynamic, not just selections from a pre-difined leveled list. It could be influenced by quests completed


[collapsed title=Spoiler] ie you finish the FO3 main quest and there is a higher chance each reset to feature enclave gear, even more if you blow up the mobile base, or more brotherhood stuff if you destroy the citadel. [/collapsed]


Finishing The Pitt, Honest Hearts and Dead Money adds higher chances for their gear. Kill enough civilians and the chances for guns and armor goes down (everyone trying to protect themselves).


In fact, bugger keeping him a the stations, what would be really nice is an economics overhaul applying to both wastelands and similar to the Elder Scrolls game's economics mods. *sighs wistfully* They're a lot of work though, like, a lot of work.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Crimson Caravan. Lore-wise

Post by TJ » Thu Jun 27, 2013 11:58 am

Crimson Caravan. Lore-wise they're the only ones powerful enough to make the trip. 1 merchant and a ton of guards. Catch em in DC on their way to trade with whatever 1 vendor they do business with, maybe even a small branch office, or maybe you come across them on the train, should they travel this way. Could set up a merchant in the station in DC and they rake in all the profits instead of sharing with local traders.


Yea an economy mod would be cool, but PITA to make.


My project Dash is on Kickstarter!



Niar26
Posts: 57
Joined: Tue Jun 11, 2013 2:41 am

By "Lore-Friendly" I meant

Post by Niar26 » Thu Jul 04, 2013 11:48 am

By "Lore-Friendly" I meant the vendor npc, not its items... A character that had a "real" reason to be travelling in the wastes and not just randomly appearing there like a shitty npc placed there just to sell items... Like a backstory, reasons for him to be travelling with you /around the wastelands, maybe a small quest to mprove his inventory store (like adding support from other caravans and vendors and maybe factions).. Maybe also like an "hint giver" , like saying some hints on things happening in the wastes to improve the lore in a way that would make you think he's a real true NPC.



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