ghussak Posted April 21, 2014 Share Posted April 21, 2014 Just to sell items on the run, not to buy.It should have unlimited money and keep our sold items. More fancy:He could be actually somewhere and trade with us thru a powered teleporting device, each trade requires one fission battery (he sells fission batteries only, or he could sell random items normally also but these items could all be heavly damaged in function of the teleportation) Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted April 21, 2014 Share Posted April 21, 2014 Possible, but the unlimited money doesn't work - traders don't give you caps for your items when they have more than 30,000 caps in their inventory. Link to comment Share on other sites More sharing options...
ghussak Posted April 22, 2014 Author Share Posted April 22, 2014 Possible, but the unlimited money doesn't work - traders don't give you caps for your items when they have more than 30,000 caps in their inventory.oh I understand, lets say just that everytime we access it, it has the caps filled up, but thinking better, the caps could replenish once a day instead, could be mcm configurable too Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted April 22, 2014 Share Posted April 22, 2014 Hmmm... it might be possible to change the reset figure around so that his inventory is reset every time he's accessed? Any scripting peeps know if that's possible? Link to comment Share on other sites More sharing options...
pintocat Posted April 22, 2014 Share Posted April 22, 2014 http://www.nexusmods.com/newvegas/mods/40555/? this merchant has unlimited caps, I think. You could make an ingestible item with a script effect, whose script does (merchant ref name).ShowBarterMenu Link to comment Share on other sites More sharing options...
ghussak Posted April 22, 2014 Author Share Posted April 22, 2014 http://www.nexusmods.com/newvegas/mods/40555/? this merchant has unlimited caps, I think. You could make an ingestible item with a script effect, whose script does (merchant ref name).ShowBarterMenu will it work even if the merchant isnt in the same cell? I wonder if I type this on console now it will work :) also, I thought, if the item transfered could be damaged in the proccess, and may be sold for less than it really values, so this merchant should have barter 100 and carisma 10 to enforce that too (mcm options for this would be interesting); so we could keep a few more valuable items to sell to merchants in their store. Link to comment Share on other sites More sharing options...
pintocat Posted April 22, 2014 Share Posted April 22, 2014 Test it and find out Link to comment Share on other sites More sharing options...
ghussak Posted April 22, 2014 Author Share Posted April 22, 2014 (edited) Test it and find outit amazingly works! xD, there was something that required to be in the same cell, I dont remember what then.. tho I had to useprid 104c79ShowBarterMenu 104c79.sbm would not work.. Edited April 22, 2014 by ghussak Link to comment Share on other sites More sharing options...
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