MaeroTheMaestro2345 Posted 12 hours ago Posted 12 hours ago Are there things that would cause a vendor's inventory to not reflect changes made to their shop container or their vendor buy/sell list? I've tried to modify Rowdy and Moe Cronin, with one as part of a focused mod I'm doing, and the other just as a test. Clearing their shop containers and replacing the contents with totally different leveled list things results in... no changes, despite the reference still being forced on the container. Making the mod fresh and approaching with a new shop container [physically placed in the same cell to swap the forced reference to] does nothing too. No scripts can be found that would do an override. The Quests don't seem to hold any secrets that would do anything. DN054 for Rowdy is just the actual quest dialogue and shop dialogue, and a generic faction vendor reference which I later shut off as part of my testing [it didn't help.] Rowdy was assigned to the previously unused AtomCatsPowerArmorVendorFaction, which was assigned the chest previously used by the generic DN054 Atom Cats faction vendor. I tried testing on an existing playthrough, and I tried testing on a new save that only had SKK-FastStart loaded into it before. Both times, the inventory for Moe Cronin was his default stuff, and Rowdy was her default stuff. The inventory I wanted to have displayed was power armor mods [for t-45, t-51, and t-60 only], but with power armor itself completely unavailable to buy [including the atom cats power armor]. The only other thing being sold was the atom cats paint job. The power armor mods are each in their own leveled lists, and those are in one master list which Rowdy is supposed to be selling. I'm at a loss.
NeinGaming Posted 8 hours ago Posted 8 hours ago Sorry for asking the obvious, but just because it's not clear from your post, did you wait 24 hours for their inventory to reset?
Recommended Posts