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How to add items to a vendor via script injection rather than directly?


Pyroteknics

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As title says, looking at finding a way to add items to a vendors existing shop via script rather than adding it directly, preferably in a new leveled item list to keep it clean.

 

For example, I want to add the clothing from the CC content Capital Wasteland Mercenaries into Becky Fallon's clothing shop. I can see her shop container (VendorDCFallons) points to the leveled list VL_Vendor_Clothing that only has further leveled item lists LLI_Vendor_Clothes_Any_Basic and LLI_Vendor_Clothes_Any_Rare (and some other non-clothing lists) which contains the actual list of clothing items but these are set to roll each item individually.

 

The main leveled item list VL_Vendor_Clothing adds (or 'rolls' for) 18 items found in LLI_Vendor_Clothes_Any_Basic with a 0% chance of no items (but can roll duplicates) so if I add my items into there there is a high chance of them not appearing as ideally I'd like them all to be shown.

 

I can think of 2 ways to get them to be shown:

 

  • Add the items directly to the shop container VendorDCFallons (which would be messy).
  • Create a new leveled item list and add that to the existing leveled list VL_Vendor_Clothing.

In both situations I would need them injected somehow - does anyone know how or know an example mod that does this? I've seen DankRafft's injector scripts and his armour one does list LLI_Vendor_Clothes_Any_Basic but would be affected by the above not showing all items I need.

 

Thanks in advance if anyone can help.

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If FO4 is anything like Skyrim (and it is to an extent), create a new leveled item list for your items, then add that leveled item list to the merchant's container. You can assign the merchant's container to a quest alias and add your leveled item list to the alias inventory section. Thus as long as the quest is active, your items should spawn alongside the existing items. This has the benefit of not modifying the actual container for compatibility concerns.

 

That said, feel free to hold out for someone with some FO4 modding experience to chime in.

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