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Adding an item for Ralph to sell


jtucker40

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Hey everybody,

 

So the mod I am currently working on involves having a key being available for sale by Ralph in Mick and Ralph's Freeside shop. I have been trying to no avail to add this key via a quest/script to his inventory, and so far it has not worked. I have also tried creating a new container and adding it to his inventory that way, however Ralph's name was not listed under the NPC ownership dropdown.

 

Does anyone know how I could add the key for Ralph to sell if the key's id is "aaaKey"?

 

At the moment I am using this script layout from the GECK wiki page:

Scn yourQuestAddItemsScr

Begin gameMode
  vendorChestReferenceID.additem itemEditorID count
  stopquest yourQuest
End

It should be noted that the first time I used this script and tried in-game, everything seemed to be going smoothly. I loaded a clean save so as to run the script fresh and waited 72 hours for the vendor inventory to refresh, however the key did not appear in his inventory.

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I was pretty sure that keys cannot be purchased directly... Have you tried adding the key manually (in a copy of the mod) to the merchant chest, just to see if it actually shows up?

 

If not, you could always sort of cheat by making an aid item (something like a book) that, when used, would give the player the key. Just say that the key was hidden in the book's pages ;)

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Not sure whether keys are purchasable, never tried. If they are though, they will probably only appear while you are looking at ALL items. This is the same behaviour as caravan cards as they don't fit into any of the browsable categories.

 

If they are not purchasable, just replace the key with a misc. item and attach a script with an OnAdd block to it that adds the actual key. Then add the misc. item to the vendor's inventory.

 

This is how the script would look:

ScriptName KeyAddScript

Begin OnAdd Player
    Player.AddItem Key 1 1
    RemoveMe
End
Edited by Ladez
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Oh ok, I didn't know that keys couldn't be sold, I guess that explains a lot.

 

 

Not sure whether keys are purchasable, never tried. If they are though, they will probably only appear while you are looking at ALL items. This is the same behaviour as caravan cards as they don't fit into any of the browsable categories.

 

If they are not purchasable, just replace the key with a misc. item and attach a script with an OnAdd block to it that adds the actual key. Then add the misc. item to the vendor's inventory.

 

This is how the script would look:

ScriptName KeyAddScript

Begin OnAdd Player
    Player.AddItem Key 1 1
    RemoveMe
End

 

Interesting, so I would just add that script to the misc. item through the GECK?

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Ok so the OnAdd script works flawlessly, I used one of the scroll misc. items as a "deed" so that should be good. Only issue is I am still having issues adding it to Ralph's inventory. The item still doesn't appear in his list of items when I use this script:

 

Scn RalphScript

Begin gameMode
 	RalphMerchantBoxREF.additem aaaDeed 1
 	stopquest RalphQuest
End

I added the misc. item directly to Ralph's merchant box, and sure enough, the deed appeared in his list of items when I approached him in-game. Can this sort of thing be made compatible with other mods if users make a FNVedit merged patch or a Bashed patch?

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You could also add a container under the floor in his (or another vendor's) cell and make him the owner.

 

Just in case you're modifying other merchants and end up tearing your hair out trying to figure out why your scripts are crashing for some people:

 

0017B7E8 : ['MISSING: found in English but not Italian. EDID: VOVWestSideMiguelTrunkREF, type: REFR, form: VendorMiguelPawnshopTrunk']

 

Me and Fallout2AM discovered that Miguel's vendor trunk is a mismatched ID, scripts will fail on different FNV localizations if you reference it. There's ~3000 of them. :sad:

 

Took us a long time to figure that out.

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