Fallout 4 Economy Mod

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  1. Fallout 4 Economy Mod 1

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Fallout 4 Economy Mod 1

One thing I always found odd about the settlements and markets in Fallout 4 (and also other Bethesda titles) is the relatively static economy. No matter where you go in this vast world, all settlements are selling commodities at identical prices relative to each other; this doesn't make sense in a post-apocalyptic wasteland where the inhabited parts of the landscape has been divided into more independent settlements and factions (unlike the pre-war unified Boston under the USA government ofc).

In such a war-torn world, where settlements are not only divided; independent; numerous and distant from each other; they also find themselves having to endure new threats that would have just been forgotten pre-war: Warring factions, droughts, weak harvests, better or worse settlement locations and what resources they access, wildlife, and more. And it is the economies, arguably the most vital part of these settlements, that should reflect their states, comforts and abilities. My argument is that in the game world, prices and commodities available should vary greatly in a world where everything is important and where economies are divided, so there should be certain modifiers that decides:

  1. What someone is selling and in what quantity

  2. How much they're selling (or buying) it for

  3. How much they're willing to buy other commodities for

And this should be done manually based on where the settlement / trader is located on the landscape and its distance from certain entities such as other factions or resources. Here are a few examples (Keep in mind, when I talk about Settlements I also refer to player-owned settlements and not just ones like Diamond city)

  • Settlements such as Croup Manor, Finch Farm, Kingsport Lighthouse, etc should be able to sell a high abundance of Aluminium cans and factory materials at a cheap price (say, 20% smaller buy and sell price) due to proximity to the local cannery, but maybe should have a low stock of weapons and armor at a very high price due to the proximity of Gunner and Raider camps.

  • All coastal settlements have a lot of water and at a cheap price, whilst settlements found close to the Glowing Sea would have a low amount of RadAway, Rad-X and other Radiation-related supplies at very high prices but have a high abundance of Children Of Atom faction supplies at a low price.

  • Settlements located near National Guard locations (such as training yards) sell a lot of ammo, weapons and pre-war armor at a low price.

  • Settlements near vaults have stock of 'pristine' state objects.

  • And so on.

What this does is present different locations that the player may wish to access if they want specific commodities at a lower price to save some caps in exchange of travel time, or players to make a greater profit on some items they wish to sell. But also make players consider their locations more. 'Oh hey, I see a National Guard building in the distance, I should stock up on some ammo at the closest settlement'. The effect such a mod can have could be enormous, I detail some of the benefits:

Fallout 4 Economy Mod
  • Creating a more immersive world where settlements have more defining traits from each other.

  • Make Fallout 4 more of a role-playing game by presenting the chance for players to become actual traders; Why not stock up on some armor and weapons at County Crossing and then head to Tenpines Bluff to sell it?

  • Last point goes directly into complimenting Hardcore and Perma-death playstyles... making long treks between settlements to make a living, stopping halfway through to set up a camp (maybe with Fadingsignal's campsite mod) to take a rest whilst you closely look over your goods... it presents non-combat alternatives for players to enjoy the game, a veritable Euro Truck Similar in Fallout, which we all know the joy of Euro Truck simulator comes from the joy of a road trip or journey and not the truck itself.

  • Making the game less about shooting up raider camps.

  • And so on.

The base idea of the mod is thus just to add price modifiers on items depending on where they're being sold, but the Mod can be greatly improved with all sorts of additions or complimentary mods, such as:

  • Fadingsignal's campsite mod to rest your character inbetween trade routes in hardcore mode.

  • Being able to purchase brahmin to carry even more goods and make an even greater profit across settlements (especially fun if you have an ultra-realistic weight cap mod on)

  • Multiple Followers, so you can make massive roving trading companies or even have more specialized roles like a mechanic trader that has robots to carry goods and simultaneously provide protection (with Automatron on)

  • The addition of raider attacks which incentivizes getting well armed followers to defend your goods and yourself.

  • A mod which allows raiders to demand goods or caps from you instead of blatantly attacking you with multiple ways of handling the situation.

  • Now that there's an actual reason for trade connections between settlements, a greater increase in roving traders between settlements and (if possible) certain areas (trade routes) where they will always spawn and always carry the same sort of goods.

  • If possible, a haggling mod.

  • And so on.

Mod

So to conclude, I propose a 'Diverse Economy' mod which sets price modifiers on respective commodities based on where the commodities are being bought from, what this does is actively allow the player to actually trade, and sought for locations where they can sell certain goods for a greater profit or buy certain goods to save some caps; whilst allowing for a proper trader role which would be greatly complimentary to hardcore or permadeaths mode; all whilst creating a more immersive game world where the player is encouraged to consider their surroundings and position on the map. The mod can then immensely be improved with more additions such as purchasable brahmin, camping, raider attacks and negotiations, haggling, and so much more.

TL;DR: Add demand and supply, reflected as abundance and prices, into the game; Make your own Crimson Caravan Company.

Thanks for reading :)

7 comments

Some users have encountered a problem when Fallout 4 does not want to run in full-screen mode taking off, blinking, or simply stop responding, when there is no problem in windowed mode. The specific cause of this problem is not known. But there is a solution which might be able to solve this problem.

  • Go to the root folder and run the game through the launcher Fallout4Launcher.exe.
  • Start the launcher window with the possibility to start the game or to open the settings, open the settings.
  • In the settings, select the maximum available resolution.
  • At the end of the window put a tick in front of the parameter “Window without frames”.
  • Next you need to change the resolution of your desktop, the most important thing to choose the size that you specified in the game launcher

Done! The game runs in windowed mode, but on the entire screen.

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