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(REQ) Defective goods shop


Balakirev

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Vagrant0 is right, this would fit in the Colored Rooms, and he's much more capable than I in terms of scripting and AI.

Yes, but if it involved the Colored Rooms project, it would require the project, and maybe the requester doesn't want to download all that stuff just to get his merchant.

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Vagrant0 is right, this would fit in the Colored Rooms, and he's much more capable than I in terms of scripting and AI.

Yes, but if it involved the Colored Rooms project, it would require the project, and maybe the requester doesn't want to download all that stuff just to get his merchant.

It's a small price to pay, and smaller than most of the mods people use... OOO for example. But that is the downside to any large project aimed at giving players somewhere new to add their mods.

 

With the next version though, I plan to try and simplify things a bit with only one released version, and probably usage of a .bsa archive, once I get some bugs figured out. All that's really missing at this point is new content and time to merge it all together.

 

Never said I'd do the mod though. But offered to help if it were mutually beneficial.

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Never said I'd do the mod though. But offered to help if it were mutually beneficial.

 

Sorry, I thought that point was already implied.

 

A merchant that teleports between maybe the outside of cities (the gates for example)

would not be difficult though, we could send a cart with him, and it would keep it from

conflicting with mods that alter cities, if you prefer the merchant stays in Tamriel.

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There's another way!

 

The house could be in the Colored Rooms realm, even if the player doesn't know it because s/he hasn't that mod loaded, but if someone has it then this mod, and not CR, could enable a trap door in the "shop" leading to the CR realm.

 

In order to make this, whoever makes this mod should also load the colored rooms in the CS in order to set the door teleports, but it wouldn't be necessary for the player as the door would be disabled by default and only enabled after an IsModLoaded check. This method worked for me to make a weather mod in wich you could choose a weather from SI if you had it, and if not then there was no problem at all, but maybe if disabling the door is not enought it could be created on the fly, only once so it doesn't bloat anything, or even better, changing the teleport "path" in game.

 

In this mod the man could simply disapear a few days each week, but if the CR is loaded you could discover where he gets the items from, and maybe he could give you a quest to make there, beyond being a back entrance to the CR realms, if this makes sense for that mod. Also there could be some strange costumers from the CR at random times. They won't tell anything about that realm until the player has entered it at least once but might make you guess there's something strange there beyond the defective stuff.

 

On the other hand, the Colored Rooms could enable a door if this mod is loaded wich would lead to the shop, and perhaps get a quest from someone in the CR realm in wich you could/should use that door, etc. People could talk about being long since last time this man opened the shop, so it's a perfect excuse to leave a locked door in the CR, until/unless this other mod is loaded.

 

This way each mod has all the things that need to be "in their side" and only enables those connecting to "the other side" after checking that the other mod is loaded (the better thing would be that this check would enable a whole quest with some dialogue, and this quest's script would in turn enable the references/change teleports, etc, but this may be minor details).

 

I'm sorry for the long post and for being redundant, I think this one is the third post I writte here trying to describe this kind of cross-development I was suggesting for the daedric realms and it will be the last one (by now :P) but THIS IS FEEDBACK! Both mods can exist on their own but both will benefit from being put together. The only drawback this method could have is that it might require little more planning and a small quest connecting both mods, that's all. :)

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CR is basically without OBSE. So you'd actually have to create a (mini) plugin for those that don't want to use CR for it.

There are 4 ways the OP can choose:

1, no CR

2, Just CR. (adds some help from the CR-Team.)

3, Working with CR, then creating a plugin to let it work without. (OBSE)

4, Working next to CR, creating a plugin with a cell that is at its own but has the CR-prefix required for a the project. After which it's merged with CR, another plugin will add a door. The second version would just add a door to the tamriel world.

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Hmm, I've only read the first comment and this sounds good.

 

but... instead of been a shop why can't it be shady merchants a bit like shady sam.

 

except these guys are more kind of scam artists, low quality faulty good that look great when you see them in the NPC's inventory but as you use them you figure out there faults.

 

i guess it would be better like this because a shop that puposely sells these 'faulty' goods would be agaist the law in oblivion :P

 

 

:D a humorous idea which can help and would be quite realistic shady dealers selling you goods that aren't 100% what you want them to be XD

 

[WHHHAATTT!!]

Who wouldn't want to use OBSE it extends oblivion possibilitys endlessly. and is espcially required for modders who like the new mods brought out like SOB and Midas Magic :D

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