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Post by aldavor on Mar 10, 2019 3:02:50 GMT -5
Hi all
Would anyone be able to tell me the tuning XML files/snippets where the base retail price of photographs are set? It seems to be around §10 and any value multiplier set in crafting.photography works for 'Sell to pubication' but not as a base cost of selling the photo in a retail store.
TIA
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Post by andrew on Mar 10, 2019 10:39:44 GMT -5
I think it is on the photograph objects rather than in the tuning. Whenever I clone photoWallLandscapeMedium_EP01GEN_set1 for example, it has a price of §10. You would probably need to override each one of these objects to change the base price.
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Post by aldavor on Mar 10, 2019 13:38:02 GMT -5
Hi andrew - many thanks for replying! :D I'm not very good at this, so I apologise in advance for my stupidity... Would you happen to know where or how I would be able to set the new value on the objects? I'm a little dense here in that when I take photos, I create the objects in my inventory. The price for 'sell to publication' are set there (within the crafting.photography tuning file). However I'm not sure if the retail price is set when you hang the photo up and set it for sale, or whether the retail component already has a pre-set price of §10 or whatever it is depending on quality. Two pics below indicate difference between photo price (as determined with new multiplier values in the tuning file) and the selling price when selecting the Sell Item DEBUG option. Again many thanks for responding; sorry if I'm being a thicko...
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Post by andrew on Mar 12, 2019 18:23:03 GMT -5
aldavor I'm sorry I misinterpreted your post at first. I thought you just wanted to adjust the base price before the skill/quality modifications. I tested in game and saw what you saw - the retail price doesn't match the actual price and is just doing the §10 + the retail store markup percent. This is controlled by the Python scripts. The retail price is falling back to the catalog price for anything that does not have a "Crafting Component". I tried adding the crafting component to all photographs, and that caused other errors because the photographs work differently from the other crafting items. This however did work: from objects.game_object import GameObject from retail.retail_component import RetailComponent
get_retail_value_original = RetailComponent.get_retail_value
def get_retail_value(self: RetailComponent): obj: GameObject = self.owner if 'object_Photo_' in type(obj).__name__: return obj.current_value return get_retail_value_original(self)
RetailComponent.get_retail_value = get_retail_value
It basically just intercepts the retail price and returns the value used by other craftables if it is a photograph.
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Post by aldavor on Mar 13, 2019 3:59:41 GMT -5
Wow... andrew you really are the total genius! :D Thank you so much for that python snippet; I've compiled and zipped it into a .ts4script and, as you say, it works perfectly! It is frustrating that it can't be done in the tuning xmls; I tried to add an affordance to set CATALOG_PRICE from MODIFIED_PRICE but kept getting weird LEs!! Anyways, thank you so much, if I had a picture of you I'd hang it on my hero's wall
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Post by candidapellin on Sept 17, 2019 18:46:43 GMT -5
Guys, how do I change the retail price of a decoration object? I want to open a jewelry store, so I downloaded some jewelry that is in buy mode. But they are bought for 110 simoleons and sold for 165 ... I want to sell for thousands of simoleons!
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xola
New Member
Posts: 1
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Post by xola on Mar 24, 2021 17:48:23 GMT -5
andrew , aldavor , what do I have to do with this code to solve the retail photos selling issue? I have the same issue Aldavor described, and is this solution doable for someone who doesn't know a lot about coding? from objects.game_object import GameObject from retail.retail_component import RetailComponent
get_retail_value_original = RetailComponent.get_retail_value
def get_retail_value(self: RetailComponent): obj: GameObject = self.owner if 'object_Photo_' in type(obj).__name__: return obj.current_value return get_retail_value_original(self)
RetailComponent.get_retail_value = get_retail_value
It basically just intercepts the retail price and returns the value used by other craftables if it is a photograph. Thank you so much for that python snippet; I've compiled and zipped it into a .ts4script and, as you say, it works perfectly! It is frustrating that it can't be done in the tuning xmls; I tried to add an affordance to set CATALOG_PRICE from MODIFIED_PRICE but kept getting weird LEs!!
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