Describe the bug
While using Life and Living in a longer play session, I noticed that as I played, the prices of things were climbing up the longer I played. Things that were reasonable before were quite rapidly becoming inordinately expensive (300 for a Kola, 1k for a Truncheon!)
Restarting returned the game to normal, and costs were once again what I'd set them to previously. After some experimentation, I realized that the costs were increasing each time I reloaded the game, with no real ceiling in sight. This is probably not intended behavior.
Reproduction scenario
Enable SOD.LifeandLiving and its dependencies
Set LifeAndLiving.ItemPrice, PercentageValueIncrease to a non-zero positive number
Start game
Locate any vendor (Snack machine, drinks, weapon locker, medical-...)
Observe prices, they should be higher than vanilla, as expected
Save game, reload game without exiting SoD
Observe prices again, they should be more expensive than previously now.
Expected behavior
Percentage increases would be applied once at game startup, and not reapply on each reload.
Additional context
This would be an interesting way to punish save scumming, but I keep having to reload due to bugs with eating, drinking, or sometimes just NPCs getting stuck in a loop. (One NPC got in a loop of trying to lock a door that somehow had no lock, another once just kept pulling the fire alarm every 5 seconds.)
Describe the bug While using Life and Living in a longer play session, I noticed that as I played, the prices of things were climbing up the longer I played. Things that were reasonable before were quite rapidly becoming inordinately expensive (300 for a Kola, 1k for a Truncheon!)
Restarting returned the game to normal, and costs were once again what I'd set them to previously. After some experimentation, I realized that the costs were increasing each time I reloaded the game, with no real ceiling in sight. This is probably not intended behavior.
Reproduction scenario Enable SOD.LifeandLiving and its dependencies Set LifeAndLiving.ItemPrice, PercentageValueIncrease to a non-zero positive number Start game Locate any vendor (Snack machine, drinks, weapon locker, medical-...) Observe prices, they should be higher than vanilla, as expected Save game, reload game without exiting SoD Observe prices again, they should be more expensive than previously now.
Expected behavior Percentage increases would be applied once at game startup, and not reapply on each reload.
Additional context This would be an interesting way to punish save scumming, but I keep having to reload due to bugs with eating, drinking, or sometimes just NPCs getting stuck in a loop. (One NPC got in a loop of trying to lock a door that somehow had no lock, another once just kept pulling the fire alarm every 5 seconds.)