obfuscate Posted May 16, 2009 Author Share Posted May 16, 2009 Okay, back to work. Given how broken Broken Steele has made things, this seems like a really good time to get this thing finally ready to roll out. I'm converting my placeholders into actual vendor containers right now, and gonna start sending out some PM's to folks. For a start, I'm gonna set up a "counter girl" who sells purified water and "snacks" just to walk myself through setting up a vendor. Then I'll get in touch with a couple people about moving the vendors from their mods, into the shop, to occupy a couple merchant slots and populate the space a little. If both respond affirmatively, I'll go ahead and do the setting up for them, just so I'll be thoroughly versed in doing it, to be able to help others later, on getting their own vendors set up. Of what I've got built in there, this will be 2 of the 14 currently available merchant slots, within the shop. I'm just counting the vendor containers I've placed in there, there is technically room to squeeze more in, very easily. The shop isn't Rivet City Market huge, but there's plenty of room to work with. I am going to making my portion an ESM, so that folks will be able to make ESP's to plug in various merchants and place them in the shop. I'll also see about building a selection of "generic merchants" into the ESM, though not actually place them, so they'll be available for folks to drag out into the shop when trying to "set up shop". So, expect my initial launch, if all goes well, to have the master shop download, and two plugins, or links to the original creators' mods, to find plugins for their vendors, in the shop. Link to comment Share on other sites More sharing options...
obfuscate Posted May 19, 2009 Author Share Posted May 19, 2009 Small setback, I went to convert the ESP to an ESM and it crashed, corrupting both files, with no back up. That'll teach me :P Anyway, be later this week, or the weekend, before I can sit down and rebuild it all, which should fall together pretty quickly, since I've sorted out the how's once already. Once it's ready to upload, my part will be in two chunks, the base ESM which places the shop itself, and will hopefully contain additional resources (unused vendor NPC's, etc..) for othera to use in GECK to place their stuff, and a "demo plugin" ESP, of a "counter girl" that will sell water and snacks. I got an okay for one of my "test mods" where I'm going to take someone else's mod, and move their vendor into the shop. This is mainly for my own learning/testing, and so I can write a nice concise readme for other modders, to include in my download, should they want to place vendors into the shop. I'll post more details once I've got something to show, for all my babbling. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 19, 2009 Share Posted May 19, 2009 Don't you have GECK's autosave feature turned on? Revert to one of those if you do :) Link to comment Share on other sites More sharing options...
obfuscate Posted May 20, 2009 Author Share Posted May 20, 2009 Don't you have GECK's autosave feature turned on? Revert to one of those if you do :) Given my workflow of trial and error til it looks okay,then trash all the stuff I shoved off to one side in case the trial part didn't work, so I could just shuffle it back, no I don't use the auto-save feature of GECK. It was FOMM plugin editor that crashed and corrupted the files anyway. Was utterly random, I've never had it crash, before, or since, doing anything. I know better now, and will maintain backups in separate folders for this stuff, in case of another error like this. In other news, I got the go ahead from both the people I asked, Naouak and Farbentier, to make test conversions of their mods, so I can check for conflicts of having multiple vendor esp's modify the same cell. I would have already been into this stage, if not for that little mishap with the ESM conversion. At any rate, I'm aiming to have my base mod's ESM, and the demo vendor plugin of the counter girl, uploaded early next week, if not some time this weekend. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted May 20, 2009 Share Posted May 20, 2009 Ah, I stopped using the FOMM plugin editor because it's kinda annoying when it screws up formids. I use GECK and FO3Edit these days. Link to comment Share on other sites More sharing options...
hellsteel Posted May 20, 2009 Share Posted May 20, 2009 Excellent idea, I can't wait to see it up and running. I have myself tried to get vanilla vendors sell more(/modded) equipment without messing up their basic containers and creating mod conflicts but seems there is some problem/bug (very probably between my screen and chair) with F3/GECK that prevents the new containers added for the merchants to work or repspawn so I could buy the new stuff. Though after searching through both Bethesda and Nexus forums for hours, seems I am not alone with the problem and the fact that there is about none already made mods working correctly and adding their equipment without conflicting other mods. Seems scripting is the choice with this problem but I just am not a scripter myself :( So this kind of merchant mod is more than welcome addition in the Wastelands! I hope you get it working even you had the unfortunate setback. Link to comment Share on other sites More sharing options...
obfuscate Posted May 25, 2009 Author Share Posted May 25, 2009 Okay, a little more work than I thought to rebuild it, and a lot less free time than I was expecting over the weekend. I am working on it though, and will get it up as quick as I can. I didn't realize how much work I'd put into that interior before, until I started rebuilding it and saw how much was left to still do after one afternoon. Link to comment Share on other sites More sharing options...
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