Wintermut3 Posted February 16, 2009 Share Posted February 16, 2009 Okay, so my basic idea is to take a cell I've already made (a copy of Vault 112 that I heavily modified to be filled with vendors) and I'd like to fill it with vendors both generic (guns, armor, ect) and also have one (a chems vendor) that sells items used by the mod that lets you make chems with the lab house addon. I find the fact that the chems introduced in the mod are not obtainable in the wastelands to be extremely obnoxious, though I understand why containers weren't modified to spawn them for compatibility reasons I think a vendor selling the chemicals needed would be an ideal solution, because then only the code of a specific vendor would be affected, not the container spawn code for all wasteland containers. The problem is that the GECK wiki and infobase doesn't really tell you how to make a vendor, sure it tells you how to add vendor dialogue and also how to give them a container (which I already have set in my cell) but I have a few questions. First of all I apologize for my general cluelessness, I'm fairly new to FO3 modding, the Oblivion engine and modding in general, my prior mod experience dates way back to the UT engine and Deus Ex weapon mods. I'd like to know: How to create a vendor NPC in general. How to make it work with content from another mod. How to give a vendor a key for their vendor container (like Moira or all the canterbury caravans have) and link it to said container, in case the player is a 'kill them all and let god sort them out' type of player. How to give a karma penalty for killing my vendors or pickpocketing them. and how I can have the vendor's inventory change based on quest parameters (I'd like the gun vendor to start selling enclave weapons if Waters of Life quest is completed). Sorry for how complicated this question is, but the knowledge base is little help at all. Link to comment Share on other sites More sharing options...
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