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Just a question about frontstore, if you dont sell under 100% prices, it reduces the reputation?
Cause im selling at 105% and my reputation is just shit, Im just donating daily each time the cooldown ends, at the start I though there was another family diminishing me, but I was wrong, I just ensure it 200%, so the only possible cause was searching another sources and I found a little comment in your mod related to hiking prices diminish reputation.
How it works? cause if I just cant hold a bare minimum reputation, just selling at 105% donating and spending every available political resource to me to increase rep, and barely hanging at -30/-40, what is the purpose of the front store together with the nerf? dont get me wrong, nerf was good, but reputation is killing me.
I will test prices under 100%, cause im at 20hour save and Im trying to save it, the rest of the mod is working very good really, and maybe Im wrong and this mod is not causing the reputation loop hell.
Too many things are still hardcoded, making adding new features impossible. Even adding something as simple as a new building variant is currently not possible. This mod is being released as-is, unless we see another patch come out to improve modding.
Great job in everything
You can check the files of this mod to see how it was done. They're in the ..\steamapps\workshop\content folder if you subscribed to this mod.
The category already existed as leftover code, it just wasn't used in the base game. So I brushed it off a bit and repurposed it as the Covert category.
How did you create the "Covert" market category? That's really handy.
to the offices
Changes are in the Change Notes.
Important hotfix for an issue that was preventing NPC's from buying intermediates and livestock.
Sadly, unless you can find some hidden functions, I don't think we'll be able to do anything meaningful.
I looked around a bit and I think I found a way to make this work. There is the "G3RandomEventsManagerDefault.oc" file for random game events. You can add events that run on a fixed schedule by setting max and min variables to the same values. Something like this worked for me: https://gist.github.com/shrugal/92aafb6f102fe2342af0e4e31b570da4
But no pressure, just a suggestion. I totally understand if this is out of scope for this mod!
Changes are in the Change Notes.
I'd rather link those wares to the actual services provided by service buildings than the front store. Differentiating between services and trade is already a part of the vanilla game, and could hopefully be expanded upon at some point.
Sadly there's no way to use the time of day as a condition for triggers, as far as I can tell. The only condition I was able to find was "IsNight", hidden away in the Dialogue files, so it's possibly not even functional for service buildings. On top of that, there's no way to override the global workday setting on an individual basis either. So services that only operate at night also aren't possible.
One thing about the storefront though. I feel like some wares should still be sellable for good money in the storefront, such as beer in the tavern or cakes in the bakery. It would also help differentiate the professions. Coupling it with the time of day would be awesome, like cakes and bread sells well in the morning, and beer and meat in the evening.
Less, actually, thanks to the nerfs to the front store.
Cheers mate, thank you for the kind words.
@bladesof war @MoonD Garcina
Looks like the mod launcher forbids mods from overriding each other at the moment, which definitely sucks. You'll have to manually merge mods into a single mod, for the time being.
^ I giggled.
Nice mod. Imma give it a try later. This is actually the big flaw imo in this game. There was basically no need to buy higher tiers cause the profit in the end was pretty much the same.