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Which one you prefer is up to your taste in game balance.
Is there any improvement?
It's been a while since I've used the kenshi editor but I believe a decent solution is adding a ton more traveling merchant style caravans and ensure they can respawn when killed. Merchant NPCs are the only ones who can hold infinite items in a way the player can't use.
Another, very silly option would be to make ores and the like edible and add behaviors where the npcs would 'eat' the ore to remove it from their inventory. I couldn't figure it out at the time but it may be the perfect solution excluding the script extender.
By any chance if I load your mod after Cat's, will this overwrite that component of Cat's and only use yours?
Wondering if possible to still use Cat's for the clothes, armors, etc but have your logic for shopping/populated towns etc
This problem may have some workarounds and I have been looking into it in the meanwhile. I believe the optimal solution is to provide shoppers a merchant inventory where all their items go as these inventories reset every X hours like merchants do. I have not figured out how to do this without causing further issues yet.
Worst case I will post a mod on the kenshi nexus using the script extender to fix this, no planned release date there.
Enhanced Shopping Economy gives NPCs far more money than this mod does, and further expands their quantity and categories of items they shop for. This mod keeps purchase amounts similar to vanilla but expands the varieties of goods most people will buy.
For the average civilian after they do each of their 2x a day food shopping they have a 50% chance of wanting to buy a misc item. This includes most trade goods, most luxury goods, as well as narcotics, etc. After this check they have around a 10% (more for adventurer archetypes) chance of wanting to buy a piece of combat equipment or piece of clothing.