Vendors

Commonwealth (NPCs)
NOTE: Vendors respawn every 5 days (instead of 7) if the "Timescale" Addon has been installed!
 * Ammo packs for Flamer Fuel now exists and is sold on some weapon vendors
 * Ammo packs for .45-70 and 7.62 will appear more often on Commonwealth weapon vendors now
 * The price per unit on some ammo packs were reduced
 * Many ammo packs now give slightly more ammo
 * DC/GN/AC vendors can now carry Fusion Casings
 * Most weapons on vendors are sold in packages (this prevents unwanted loose ammo)
 * Vendors will usually no longer sell single bobby pins, but instead sometimes sell a pack of 5 pins
 * GN/BOS vendors should now properly sell 5.56mm and a few other ammo packs again
 * Other vendors in GN/DC have more caps
 * Caravan have a low amount of caps, and focus on bartering
 * Melee weapons on vendors should now always be in good condition
 * Caravans and rural area vendors have a lot less caps, and rely more on direct bartering
 * Atomic Scotch is now sold at the Third Rail in Goodneighbor
 * Jet Coffee is now sold at the Dugout Inn in Diamond City
 * Food/drink vendors no longer sell dirty water, but can sell Sanitized Water
 * Prices on most Crop bundles is lowered quite a bit
 * Most vendors across the Commonwealth now use a new system where your Trading Skill determines what items are available
 * The 5 tiers of bonus inventory are based on Trading Skill: 20, 60, 100, 140, 200
 * This system includes standard vendors and workshop vendors
 * Many vendors of the same type still have some unique differences
 * At Tier 3 and 5, some vendors offer a box for sale containing a random prototype part
 * Most vanilla unique items on vendors are gone (sorry, but they are terrible and cause problems)
 * Some general vendors can sometimes sell Cargo Bots (higher chances with more trading skill)
 * General vendors sell less medical supplies
 * The covenant doctor should no longer have double the inventory
 * Vendors should usually sell good condition armor pieces, but occasionally you may find a damaged piece
 * Some vendors will now only buy/sell certain types of items
 * Some vendors will only buy quality junk items
 * Certain "valuable" items ($) can usually only be sold by people who actually want them (like general vendors)
 * Most vendors don't even bother to buy/sell really crappy junk like burnt magazines, plastic forks, etc.
 * Higher Trading Skill will also allow many more outfits on the clothing vendors for a better chance at finding something unique

NOTE: vendors won't have new items until they respawn their stock.

Ammunition

 * All Smokeless Powder and Energy Cells packs give a lot more units now, and cost less per unit
 * All Explosive Material containers give slightly more material now, and cost slightly less per unit
 * The prices on .45 and 5.56 ammo packs is slightly lowered
 * .357 and 12.7mm ammo packs are added to some vendors
 * Some larger ammo packs are less caps per unit than smaller packs
 * Some ammo packs now spawn at level 1 instead of level 8
 * Some higher tier ammo packs were slightly lowered to appear on vendors sooner when appropriate

Atomic Cats

 * Atomic Cats vendor can sell Fusing Casings
 * The Atomic cats paint is only 300 caps now (down from 4000, which was a bloated vanilla value)
 * Atomic cats only sells 1 piece of their T-60 armor at a time, and they're all deteriorted now instead of rusted
 * You can no longer buy the full set of Power Armor, without Tier-3 Trading Skills

BOS

 * BOS vendor can carry more base power armor pieces
 * BOS vendor no longer can carry high tier power armor mods

General

 * will usually buy anything

Food

 * will usually only buy food, meds, and chems

Farms

 * will usually only buy food, meds, weapons/armor (not power armor), and tools/junk

Specific

 * Teagan: will buy armor, weapons, meds, food, water.. but doesn't want stuff like chems or collectables

Doctors

 * will usually only buy meds, food, chems, and tools/junk
 * Trauma Kits can be sold by Doctors
 * Herbal immunity buffs are found more often on doctors
 * 1 extra bandage may be sold on some doctors
 * Ultra Combat Stimpaks can rarely appear on doctors

Weapon Vendors

 * DC Weapons: All armor is moved to Fallon's, Power Armor frame is moved to DC Surplus
 * DC Weapons: should have less of a random chance to stock some ammo packs
 * will usually only buy weapons, ammo, power armor, and tools/junk

Clothing

 * will usually only buy armor, clothing, and tools/junk
 * Some clothing vendors have a wider possibility of having most clothing in the game now*

= Settlement Vendors =


 * Tier 1 Food Vendors now properly have no requirements (I must have missed this one before)
 * Tier 2 Food Vendors only require Local Leader 1
 * Tier 3 Food Vendors only require Local Leader 1 and Cap Collector 1
 * Medical Station: A smaller decorated Doctor vendor stall
 * Small Diner Counter: A very small empty diner counter that has a snap point for vendor mats
 * The vendor mats no longer have any collision for the crate on the floor (so it doesn't get in the way for placement)
 * The medic vendor mat has a IV stand instead of the crate (decorative - no collision)
 * The weapon vendor mat has a metal container instead of the crate (decorative - no collision)
 * The vendor mats are cleaned up to remove the remnants of the old modular system (this should let you place them closer without them oddly snapping all over the place)
 * You can only place 1 of each vendor stall (duplicates seem very cheesy and unnecessary for a settlement to have)

Building
One is received for free in the Mailbox soon after you build some Settlements, and more can be bought from various Vendors.
 * Vendor Stalls require a Vendor Contract

Other Buildings
Supply Stockpile and Trading Storage also require a Vendor Contract both provide Income (Vendor Credits) and Happiness bonuses without actually selling anything

Shipping Manager requires a settler manning it for extra income bonus.

Upgrading
At level 0, vendors give no income. To upgrade them, upgrade your Workshop Trading Level and your vendors will upgrade automatically.

Income

 * All Architect Vendors give high total Income (Vendor Credits), but all income generated starts at 0 with Workshop Trading Level 1
 * Increasing your Workshop Trading Level, will slowly increase your income
 * Income is calculated globally across all Settlements, and deposited into your Production Storage
 * This new system also allows vendor income from mods (such as Sim Settlements) to automatically be balanced with Horizon!
 * All vanilla Vendor Stalls of the same type are the same tier, base income, requirements, and materials

NOTE: - Vendor Credits can be exchanged for Bottlecaps via the Market Trading Terminal (requires Trading Skill 200) - This lets you collect income in centralized way from all supply-linked settlements without visiting them - Market Trading Terminal also allows you to obtain things using Vendor Credits as payment for good or service

Barter/Inventory Activator Key

 * Architect now has it's own version of quick trading, which is built specifically to interact with Architect's features
 * Adds an activator choice to vendors for a "Barter" key
 * Adds an activator choice to followers/settlers for a "Transfer" key
 * An option to enable/disable each option separately is located in the Architect Options Menu
 * Trading is blocked when settlers are active in an event
 * The "Transfer" button to settlers/companions will work at further distances than barter

NOTE: This is NOT compatible with the "Quick Trade" mod