sLoPpYdOtBiGhOlE Posted July 9, 2015 Share Posted July 9, 2015 Maybe instead of leasing the stall... You purchase the stall like you originally intended with the book routine.From there the merchant mans the stall for you and you get a daily/weekly or whatever random amount of coin given to you representing based on their sales. If you talk to your merchant after buying the stall you have a dialogue option "I'll take over for now" or "Take a break for a while, I'll look after things here for a bit".When you click the option your merchant wanders off and you stay at the stall and customers approach as normal.When you leave the stall the merchant comes back and resumes his duties and his normal hours.In other words if you left the stall in the hours he'd normally be there then he returns to the stall and resumes doing what he does.If you leave the stall outside the normal hours, then he'd just resume the following day as he normally would. It would be quite simple, well it's close to the way I have it atm.I just write another simple dialogue quest based on conditions to offer the "I'll take over from here" if you have purchased the stall and read the book. Can also make so if you approach the stall while the merchant isn't there eg: Outside the merchant trade hours, then it auto starts customers approaching for purchasing as well.This way you not limited to you can only sell at the stall after telling your merchant. In general these are the types of things I mean by start with the basics.Once you have methods and routines to handle different scenarios, you can adapt it to anything you like.Start to actually do inventory and stock type stuff, also work out feasible earnings and how they should be applied.But the basics it what you need before anything else. Link to comment Share on other sites More sharing options...
angelmendez003 Posted July 9, 2015 Author Share Posted July 9, 2015 ok so your the new owner of the stall while the previous merchant is your new assistant, well if you think about it, after hours like 8pm when shops usually close there aren't much people outside either way so it doesn't make sense to keep the shop open but if you still want to have it that way then it doesn't really matter to me. I like the idea and i'm sure it will work. maybe instead of talking to the merchant directly you can use the triggerobject to say something like, "take over the store" or " I'm leaving or something" and the merchant if present will say something out loud like "ok ill be back later" or something like that without directly talking to the player but out loud like most NPCs do when you get near them. right now I'm testing the upgrading process in the breeze home at whiterun, I got the dialogues ready and the house assistant made I just need to research on how to enable and disable objects and it should work. I am also going to research to see if you can move furniture around in the house like in oblivion cuz that will allow customization for the player. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 9, 2015 Share Posted July 9, 2015 Of a night Guards are still outside and Inn patrons going to and leaving the Inn will also stop for something on the way past.I made a little over 400 gold standing at the stall of a night for a few game hours.Even those Redgard blokes that hang at that front gate waiting to nab you for a quest wandered up and purchased some stuff.You'd be surprised how many people are still in town of a night..lol The reason I like the dialogue to say "I'll take over" is it means you can still purchase stuff yourself from the merchant if you wanted to.After all your only investing in your own business.When you have it auto tiggered then you never get access the native merchant dialogue as he's forced into an alias and his native merchant dialogue will no longer show while he's in the alias. Having so you can auto man the stall while he's not there is fine, having it auto while he is there means never getting his native merchant dialogue options. Biggest problem with moving furniture is Navmesh.If you move furniture then you need to alter Navmesh in CK.Navmesh is how NPC's navigate around objects.There are ways to make it so users can move furniture, but once again, if your unfamiliar with it, then you some learning to do. Link to comment Share on other sites More sharing options...
angelmendez003 Posted July 9, 2015 Author Share Posted July 9, 2015 lol thats some pretty good gold and to think that even thieves and muggers are willing to pay for your stuff instead of stealing it. :D that should be fixed so they will attack you instead. "stand and deliver!!!!!". I understand, without the dialogue from the merchant you can't do their quests as well so I guess that works, I just dont want the player to run by accident near the stall and then they open their shop. well unfortunately I just came to a realization that most houses that players can buy already have some crafting tables inside.... another idea crushed... well actually what we can do is probably create an outpost or something outside of town and then we can have travelers from all over the world come in the shop. I'm thinking of creating a building outside of whiterun near the other buildings so it will be nice and huge with more space that the breezehouse and that actually looks like a shop. Maybe we can make it that you can expand the shop and make it larger if they have different versions of the same kind of shop. I'll take a look into that. Other than that the results will still remain, you buy the accessories like the crafting table and such and they will appear in the house. ooooo Navmesh..... sounds scary, maybe there is no need in that, I mean I see why the developers didn't do that in the HF DLC so that can be a pass for now. right now i just want to allow players to upgrade their shop and thats all. I am going to finish the assistant quest to see the upgrading mechanics first and then I'll work on a new outpost for the player to purchase. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 9, 2015 Share Posted July 9, 2015 The stalls do nothing when owned and your not near them.The original merchant does his normal routine.The merchant will not open his shop outside the normal hours he normally does, doesn't matter what you do as the player.I made it so when you aren't running the stall the merchant is not in any alias, in other works s/he is using there own ai packages non hindered by your mod. When the merchant is not at the stall for what ever reason, then you stand at the stall it auto goes in to customers approach you.Even if you leave the stall and it's after the normal merchant hours the merchant will not go to the store until his own native AI tells him to like it normally would. If the merchant is at the stall then nothing auto happens, you would tell him "Take a break" to trip things off, then he will wander off while your at the stall.If you leave the stall and it's still inside the merchant hours then the merchant will use his own native AI and wander back to the stall and do what s/he normally would. As it is I could offer one key press Setup shop wherever your standing.eg, spawn a Stall with goods on it for decoration and fire off open for business anywhere anytime at a simple press of a key.But where the fun in that. It's working out the smaller details beforehand that take the effort. Link to comment Share on other sites More sharing options...
angelmendez003 Posted July 10, 2015 Author Share Posted July 10, 2015 Alright I understand what your saying, everything runs smoothly as what its supposed to for the merchants when you are not around. when you tell them to take a break they will go into their next phase of schedual which could be to go to the inn or go home and do other things. Based on what time you leave the stall is whether they will return to the stall or not so your not changing anything at all for the merchant's ai system. I built a store outside of white run near some of the farms, its heading towards the watch tower where you face the first dragon in the main quest. I created the inner cell and it got me thinking that I can leave the outside as is and duplicate multiple interior cells for a general goods store, blacksmith shop, alchemy shop and even an inn. I can then use location aliases that will change the outside door's teleport location so based on what the player chooses to have it will point to the appropriate cell and as for the doors inside the cell all I have to do is point it to the same outside door and it will be good to go. I'm thinking of leaving a for sale sign outside of the store so the player can just purchase the store and choose what they want to create without having to do anything for the jarl. An assistant will be waiting for the player inside and based on what the player chooses multiple dialogue aliases will be used as well for the furnishes since each store will have it's own unique upgrades. lol yeah I thought about having a portable stand as well but it would really kill the whole experience of deciding in where you want to open the store and seeing which city would be best to open up in. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 10, 2015 Share Posted July 10, 2015 I made it so only selected merchants offer the dialogue to purchase the shop/stall.By selected, I mean merchants that have been setup so you can run their business. As it was I worked at how to have anyone as a shop assistant based on a criteria of conditions.This way I didn't need to make new actors, just use the ones in the area that fit the criteria.eg: the town drunk or the preacher to talos bloke who never shuts up!I felt sorry for the preacher bloke after the civil war, his house was destroyed and he sleeps in the little tent behind where he preaches.At least if i employ him after the civil war I can give him a home and a job as well as make him shut the hell up...lol :)Can use the assistant idea if the original shop merchant gets killed. I've started adding the inventory method that player can add or remove stock at the stall.The stock on the stall you can add is the same type stock that the original merchant would normally sell.EG: if the stall is just food then that's only type of items you can add or remove to or from the inventory. Not far off making it so the NPC's approach and buy a random selection and amount of items and the items get removed from the inventory and your receive the value for items they take. When you run out of stock then no npc will approach.So the player will need to keep stocking the inventory so customers will come and purchase stuff while you are there. Then next maybe work out the customer quest repeat times based on your speech levelSo the higher the speech the more frequent the customers approachSo for example your speech is under 20 then the customers could be anywhere from 10 to 120 seconds apart.Your speech is 20 ~ 40 then customers could be 8 to 110 seconds apart.Your Speech is 40 ~ 60 then customers could be 6 to 100 seconds apart.etc Then maybe on to a trivial generic fetch quest.A Customer approaches and asks for some items you don't have.You can offer to order items in for them before the specified date/time.So you race off find the items and return to the stall, customer approaches and takes the goods, gives you the money you get a speech boost. It's been fun playing with your mod as I needed a break from my own mod for a bit. Link to comment Share on other sites More sharing options...
angelmendez003 Posted July 10, 2015 Author Share Posted July 10, 2015 lol thats a great idea, no need in creating lifeless assistants when you can choose who to hire yourself. You can talk to the NPCs and based on their original personalities you can decide on whether to hire them or not that's awesome right there. :) How does the inventory work, do you have like a chest container that you put all of your items in or do you have to give it to the merchant? and thats good to know, so based on what the merchant sells you can only sell that type of item, how do you pull something like that off? the only way I can think of for implementing the speech skill system would be using a lot of conditions within the quest itself like get skill level (speechcraft) >= 20 or something like that. I'm sure you would need to write some script for better results. I know how code is structured but my main problem right now is learning the language of papryatus, I have no real mental references of functions and classes that I can use to write the scripts. ahh yeah, the interesting job order function, how much time do you think a player should have and how many orders at a time a player can take from each customer? or do you think it is up to the player to decide on how many orders to take? lol It's been fun having you help me out and teaching me how to use CK, I bet if I never would have decided to post into the forums I would of ended up just making simple spells and not focus on making quests or extensive mods, life would of been boring in skyrim :D I must admit this mod started of as a real pain for me but now I see it as something that could really be fun to work in and be fun to actually play. A lot of mods are cool at first but they get boring after a while but I'm sure this one would be a game changer and I've noticed that a lot of people are requesting a mod like this in the forums. what mod are you working on btw? Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 11, 2015 Share Posted July 11, 2015 With hiring assistants, I thought of it similar to customers.They approach and say they need a job and you choose yes or no.No then at a random amount of time another npc (maybe the same person or some else) approaches and asks.Say yes and the the person will stand at the stall while your not there, only normal merchant hours just like the original merchant use to.Only have the assistant approach if the original merchant is killed and can not man the stall. I've changed the books part again.Now there is a book for every merchant that your mod supports.Each book has the merchant name and uses a different book model.What each books need is a section saying what that merchant sells, leave that up to you. Well the containers part is coming along nicely.After purchasing the stall and reading the book a small chest appears on the stall so the player can add or remove inventory for sale.when the chest first appears it will have some minimal stock to get the player started, but it's up to the player to keep it stocked when they are manning the stall.You don't need to be manning the stall to add or remove inventory.The merchant still has their own stock and you don't access their stock at all.(trying not to interfere with the original merchant, less chance of breaking the game) Also tidied up the quests a little.3 quest at this point, 1 for the stall purchase / book (your original quest), 1 for customers to come and buy things off you, 1 to store the merchants while your manning the stall.The quests seem to play with each other quite well. Now I'm off to try and make it so that player added stock is purchased buy the customer.This should be fun... weee The mod I'm working on is My Home Is Your Home (MHIYH 4.4 to hopefully to be released in the near future).But I needed a break as it gets mundane working on the same mod month in, month out. Edit:Well I got the very basic of the customer coming up and purchasing random items and amounts from the container.The more items that you have in stock the better chance of the customer actually buying something or more items.Just because you say yes you can buy something doesn't mean they will, they may not like what you have and just walk away.Lesser items in stock means less for them to choose from. The mechanics of them buying something is a 50/50 chance on each base item in your have in stock.If the buy a base item and there is more then 1 of those base items, then it's a random amount of 1 up to the amount of the base items you have. So for example you have 20 apples and they want 1 apple, they could take anywhere from 1 to 20 apples.Seems to work ok, but can tweak it as needed. As for the price, you are paid what the value of the items they take.Can also tweak that and add a percent per item maybe for discounts or jacking the price up.eg: The customer has a low relationship rank with you then the price is more expensive.As they buy more off you the relationship improves they get better prices.But I'm not to phased about the side of things yet. Still need to tidy up the random purchases, add notifications when your stock is running low or empty.Make it so customers no longer approach when you run out of stock...etc Edit:Added giving a small player speech xp increase with every successful completed customer sale.So if they purchase something you get a speech increase.Using the native FavorDialogue persuade to add the speech increase.So the higher level of persuasion you have the bigger bump in the speech increase on a finalized sale.Edit: Reworked the speech increase on sales, was getting to much speech increase the way it was.Using the native Persuade system for every sale seemed to slow down my customer random purchase.Not to mention Persuade actually uses a magnitude of 75 x Your current speech level , which seems quite high for customer buying one or two small items.So I opted ftm the amount of items the customer purchases x your current speech level (capped at a max of 75 items even if the customer purchased more then 75 items in one sale)I'd like to structure the total price as well as the amount of items into the magnitude equation so you can balance sales for different item types.eg: Selling armor or jewelery, misc items can be way more expensive then food items so you lessen how many you will sell in 1 sale.But you still want the speech increase to be balanced Edit: Hmmm, maybe the way for speech can be if you run a shop that sells expensive items then fewer items are sold per sale and your speech doesn't increase that greatly.Where as you run a shop that sells less expensive items like food then higher chance of more items sold per sale which gets you more of a speech increase. So the user takes their choice they want more cash and less speech increase on sales , then run a shop that sells armour, jewelery etc. The user wants better speech and less cash then run a food stall or be an innkeeper where they sell more items get less cash but you get better speech boost. Edit: Added your speech level affects the amount of items the customer can buy.Still is random as to if or what and how many of each item they can buy, but also caps the total amount of items they can buy in the one sale.So if your speech is level 20 then that's max limit of items they can buy in the one sale.Doesn't mean they will buy 20 items though, they may still buy nothing or any amount of items between 0 to 20.Added with small speech increase on the closing sale based on the amount of items you sold the customer, you gradually open up the limit of how many items the customer may purchase in the future. It adds another reason for you stand at the stall waiting for customers and what type of stall/shop you would want to run :smile: Link to comment Share on other sites More sharing options...
angelmendez003 Posted July 12, 2015 Author Share Posted July 12, 2015 wow all of this is really great news indeed :D I like the fact that people are able to come up to you and you can hire them but I would still like the option to find an assistant as well in case the player has a preference. At least now the player doesn't need to go hunting for employees is they don't want too. For the book thing is there a way that we can record transactions within the store for example, expesnes, income, maybe we can have the customer's name, what they bought, how many and how much gold as well as date and time. I'm not sure if that's possible but do you have any idea how that can be done? As for the item amount being bought, maybe we can have a percent of the amount of items the customer wants, for example lets say the customer wants to buy 3 apples, maybe based on the speechcraft skill we can make a percent increase from that amount so lets say our speechcraft is lvl 20 so the percent increase from those 3 apples would be 1% out of the 20 apples in stock so it will be like, 3 apples + 1% out of 20 apples = maybe 5 apples as an example. For the prices of items i was hoping to use some haggling in which the customer will choose a starting price based on the actual price value of the item. The player can then try to haggle the prices up and have multiple choices so for example lets say a customer wants to buy 5 arrows and in total they cost 50 gold so thats 10 gold each. The player can have mutiple choices in what they can choose. So lets say you have choices like 60, 70, 80, 90. The higher the price the more speechcraft level will require. and based on what the player chooses and their speechcraft skill a percentage will be made on the chance that they will be successful. If the player chooses the wrong price then they will either make little money or make a customer angry and lose reputation on them so they will be disliked. It will be more interactive for the player and they will have to go with their gut feeling in trying to make the most profit without messing up on the deal. Yeah we can have that difference between manufacturing and selling supplies. When you manufacturer something theres less items able to produce and the price for the goods is increased because of the materials used for them so their harder to sell and they sell less frequent while things like what you said on food and supplies their the easiest because their abundant so their least expensive but easier to sell. all of this sounds awesome and I'm really glad everything is coming together, right now instead of having a shop assistant already at the shop that I made outside of whiterun I'm making that NPC as like a realtor for the jarl. You talk to the NPC and she will allow you to open the shop as either a merchant, blacksmith, alchemy shop and maybe inn. Once you decide and buy the shop she will leave the area. I really like your idea for hiring assistants so I will keep that idea and allow the player to either search for an assistant or a random person will go into the shop looking to be hired. I must say that I'm having a hard time structuring the dialogue view, I have 2 branches, the first one is a greeting to the player and telling them that the jarl is selling the establishment. Then that links to a new branch where the player is able to decide on the choices of store they wish to open. The problem is that both of them show up at the same time while I want the greeting one to go first and then the second branch with all the choices appear. I even made conditions that check which stage the player is in and still doesn't work properly. Have any idea what I'm doing wrong? I'll most likely have to look this up when I have the time. All in all I am amazed at how fast you work and I never thought this mod would come together, Thanks, I know I say it all but I just have too lol. :) btw, you said your mod was my house your house, what do you do in that mod exacly? Link to comment Share on other sites More sharing options...
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