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I should maybe ramp up the value of those weapons by 2x or higher so that these weapons cost a ton of money to buy.
The odds of getting say the highest grade of Ancient on a dead person is like 50%, whilst lowest grade is 100%. I could tune it lower so it goes as low as 10% spectrum but I didn't need to bother much since the stats aren't that crazy high for the Ancient Manufacturer.
It's only at Catun, Skeleton, Edge, and Cross that balancing this is a lot harder.
With a basic test I found out a few things...
The game's enemies like dust bandits are a lot harder at random if they have a reforged blade, which grants slight buffs to their sabers. Damage of Ancient weapons in general are hitting harder, and looking at some cheap vendors early on, the atk/def ratio of most enemies other than starving bandits are generally higher now due to the weapon buffs, especially Ninja Guards and Traders, with Catun weaponry and Skeleton weaponry, they often can get good gear and have up to 60+ attack stat in vanilla + (my mod).
Example - Prototype - Shoddy - Poor - Common - Standard - Mid Grade - High Grade - Specialist - Masterwork, etc.
You could create duplicate armors at the same grades with varying values of stats or defense, but that's a lot of work since you gotta reference it to EVERYTHING (characters, vendors, etc.)
The only problem I have with modifying manufacturers is that it only applies to weapons. I looked into it, and there is NOTHING to let you modify armor tiers or grades (prototype / shoddy / standard / high grade / specialist / etc)
You add in new models of said weapon to cover from crappy level 1, to level 100 grade 'relics'?
What about other manufacturers like Catun, Skeleton, etc? Well since there is only a blunt/cut/min.cut/weight to modify, you are kinda limited to how to expand on this... But since the vanilla values seems to set tiers to their qualities, you could fit it in somehow.
Vanilla:
Ancient -> Catun -> Skeleton -> Edgewalker -> Cross
Possibly Modded:
Using levels as a form to grade them;
Ancient (lv1 to Lv65) Max multiplier cap at say 1.5x
Catun (Lv25 to Lv50) Max multiplier cap at say 1.7x
Skeleton (Lv 50 to Lv 85) Max multiplier cap at say 2.0x
Edgewalker (Lv 60 to Lv 95) Max multiplier cap at say 2.2x
Cross (lv 75 to Lv100) Max multiplier cap at say 2.4x
So if you have a weapon model set to lv50, and the manufacturer has a maximum cut multiplier set to 2.0x, then it uses 1x multiplier for that model.
This means it's possible to make a weapon manufacturer and model overhaul, with 'Low / Medium / High / Legendary' modifiers to make them very powerful stat wise, but may mess with other mods that modifies or edits much of these vanilla values.
Still experimenting to see how I can balance pros and cons in weapons found in vendors.
Only vendor list adjustments can be tested properly, If I want bandits to equip a model of the manufacturer I have to go over every single type of character and basically add it to their list.