Pyroteknics Posted May 24, 2022 Posted May 24, 2022 Looking to make a mod that adds some specific items to a vendor and looking at the best (or cleanest) way of doing it without breaking anything else. In this example, I want to add some Nuka World clothing to Shelbie Chase and Nuka World weapons to Aaron Corbett to sell in Nuka Town Market. I can see 2 ways of doing it in the CK: Add items directly to the vendors existing hidden containers (DLC04VendorChestCorbett and DLC04VendorChestShelbieChase for Aaron Corbett and Shelbie Chase respectively).Add a new hidden container that is separate from the original that has all the new, additional items. However, how could I get the vendors to use both chests? There would need to be 2 new chests in this case for the different items.The second option I have seen being used in a similar mod to what I want to achieve called Useful Fallon's Basement (https://www.nexusmods.com/fallout4/mods/14588) and this mod seems to have 2 chests according to the CK when loading the mod: DN049_VendorChest_Fallons (the original, non mod container for Becky Fallon).VendorDCFallons (the new container for this mod that adds specific, extra items for Becky Fallon to sell). The mod above uses the 2 containers together and Becky Fallon uses both of them together in the same shop window (the mod adds a fixed amount of 10 clothing for nearly all non-DLC clothes) - I can't see how this 'linking' is done in the CK, how is this done? Thanks in advance!
Zorkaz Posted May 24, 2022 Posted May 24, 2022 One of my ways1. Create a marker (Maybe movable static, persistent)2. Attach a script on the Marker, OnCellLoad(), that adds the item to the original vendor chest, maybe to the vendor NPC as well. OnCellLoad() doesnt' trigger at first, when loading a safe in the respective cell but will so after you walk around
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