repair prices -1 reply

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Reptile4077

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25th May 2008

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#1 9 years ago

I know it's an question that is often asked but I can't figure it out... so some people want to reduce the price for an weaponrepair, because they're much more expansive than the weapon itself. Some people posted that you have to change these lines : --local weapon_profit_margin = X.xx --local armor_profit_margin = X.xx but it doesn't really matter if the numbers are 1.3 or o.3 or even 0.03, they're always over the original price of the weapon, even if the weapon is just half damaged... Maybe I'm wrong, but the file for Sidrovith (the guy at the beginnig) is in "escape_dialog.script",right? and I tried it with new beginnig -3 times. so I can exclude that, too

so it would be nice, if you could help me :Puppyeyes:




Dan7e

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21st May 2008

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#2 9 years ago

The file you might looking for is the trade_trader.ltx in the misc folder in the config folder. It has the list of items that Sidorovich buys and sells (and what he has in stock). I'm not sure, but I might be right when I say, the determined number in this file (the sum of the two number under the [trader_*_sell] titles after every items divided by 2 -> (first number+second number)/2) multiplies the price of the weapon determine the price of the weapon that the trader sells(for example: the fort basicly cost 500 ru, in the file there's 'wpn_fort = 2, 8', so (2+8)/2= 5. The result cost would be 500*5= 2500 ru). And the repair cost would be 2500, when the fort pistol is on 0%, on 50% it would be 1250ru. I guess. Hope it helped.:)




Reptile4077

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#3 9 years ago

I see you actualy want to help me but this is, as you said, for the price he would sell you that gun... You can ask something like "Sidorovich do you repair weapons and armor?" This is an example: my Fora12 [Fort] cost 600 (basic), half condition --> 818 repair so I checked the buy-price its doubled so 1200. It fits in your idea but if I change the price to original so I can buy it for 600 the repair still costs 818 rubel. I hope I expressed myself understandable




Dan7e

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#4 9 years ago

Actually I'n not really used the repair option, but I check this out. Is this an independent mod or part of a big one, like O.L.(I use that)?




Guest

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#5 9 years ago

Ok, its been a while since I did this, but its a surefire way to reduce the cost of repairs.

If you look in the file where you found the llocal trader profit margin line, the lines below it are related to the cost of repairs for different conditions.

heres a sample:

function trader_check_money_s1(trader, actor) local weapon_profit_margin = oblivion_lost.sid_weap_prof() local item_in_slot = db.actor:item_in_slot(1) if item_in_slot ~= nil then local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin *.01) if item_repair_cost > 0 and db.actor:money() >= item_repair_cost and 1 > item_in_slot:condition() then return true end end return false end

Those lines are basically a simple addition multiplication problem to determine the cost......

(1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin *[COLOR=Red].01[/COLOR])

see that .01 there?

thats why i dont pay much for repairs anymore.....

as far as I recall anyway, I havent played in a while.

I forgot to add that you need to add that to each formula in each script for each level where there is a repair trader................




Reptile4077

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#6 9 years ago

It works! :) Thank you guys.