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Geck help with adding merchants PLWASE REPLY


kieranbhoy

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so i need help putting a merchant in the game so i can buy off him. Im quite new to the geck and im trying to add a merchant for my mod wolfhorn ranch prospector camp but evry time i try to do it in npc data i cant.

ive checked online but no yuts can anyone give me a quick tut or a link to one thanks

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what exactly does not work?

 

as already mentioned in your other thread:

the geck wiki is your friend http://geck.bethsoft.com/index.php/Main_Page

check out the tutorials, for example http://geck.bethsoft.com/index.php/Adding_items_to_vendors

 

 

youtube is also a good source, there are some nice tutorials

 

 

don't panic, it's less complicated than it looks at the first glance ;)

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How do you get the quest as the NPC's dialogue? ive written several quests, but cannot select them as the dialogue for the NPC...

 

this tutorial is a little more comprehensive (http://geck.bethsoft.com/index.php/Creating_a_new_vendor) (as it deals with making a new vendor from nothing). but it still skips the part about attaching the quest to the NPC.

 

 

is the process differant for holograms?

 

TiA

Adam

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a quick tutorial:

1. start a new quest name it xxMerchant.(to make dialogue work you need an active quest.)

2. create a greeting set speaker and condition getsId myNpc.

3. create a player response like, what do you have for sale? set speaker and condition like above.

4.at the end result field add showbarterMenu X. (x stands for the price index check the geck webpage search showbarterMenu for values.)

5. create a merchant container add caps and goods and link it to your npc.

 

thats all of it in short, with this info and the tutorials you should be able to make it work.

 

CLARIFICATION you do not need to "attach the npc to a quest". create the dialogue within the quest and add condition and speaker as described.

Edited by viking99
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a quick tutorial:

1. start a new quest name it xxMerchant.(to make dialogue work you need an active quest.)

2. create a greeting set speaker and condition getsId myNpc.

3. create a player response like, what do you have for sale? set speaker and condition like above.

4.at the end result field add showbarterMenu X. (x stands for the price index check the geck webpage search showbarterMenu for values.)

5. create a merchant container add caps and goods and link it to your npc.

 

thats all of it in short, with this info and the tutorials you should be able to make it work.

 

CLARIFICATION you do not need to "attach the npc to a quest". create the dialogue within the quest and add condition and speaker as described.

 

:wallbash: i hate the GECK :wallbash:

 

I got my vendor working today, although my mod broke in the process, the speaker infor was helpful thanks (I already knew about conditions, although my conditions are more complex then just getIsID)

 

Q.

is it possible to make new topics for conversation? or just rename and reuse old ones? (like GREETING, EMPTY etc).

 

e.g. lets say you add a Topic, "EMPTY" and rename it to BoSVendorArmorConv, and proceed to put in your own dialogue..

later, you make a second NPC, entirely unrelated. can you use BoSVendorArmorConv as a topic and change it to something completely differant (except the name), or will it change the original too?

 

 

thanks.

 

p.s. showbartermenu x goes into (begin) (in the tutorial I posted)

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a quick tutorial:

1. start a new quest name it xxMerchant.(to make dialogue work you need an active quest.)

2. create a greeting set speaker and condition getsId myNpc.

3. create a player response like, what do you have for sale? set speaker and condition like above.

4.at the end result field add showbarterMenu X. (x stands for the price index check the geck webpage search showbarterMenu for values.)

5. create a merchant container add caps and goods and link it to your npc.

 

thats all of it in short, with this info and the tutorials you should be able to make it work.

 

CLARIFICATION you do not need to "attach the npc to a quest". create the dialogue within the quest and add condition and speaker as described.

 

:wallbash: i hate the GECK :wallbash:

 

I got my vendor working today, although my mod broke in the process, the speaker infor was helpful thanks (I already knew about conditions, although my conditions are more complex then just getIsID)

 

Q.

is it possible to make new topics for conversation? or just rename and reuse old ones? (like GREETING, EMPTY etc).

 

e.g. lets say you add a Topic, "EMPTY" and rename it to BoSVendorArmorConv, and proceed to put in your own dialogue..

later, you make a second NPC, entirely unrelated. can you use BoSVendorArmorConv as a topic and change it to something completely differant (except the name), or will it change the original too?

 

 

thanks.

 

p.s. showbartermenu x goes into (begin) (in the tutorial I posted)

 

You can copy a topic and rename it to use it in the same quest. the copy can be changed in content and conditions normally your conditions will be transfered to the new topic as well as speaker.

 

your copy can also be transfered to another quest but the quest must be active for the topic to work. in vanilla you can see many unnamed quests that just covers conversation.

 

as for greetings there is only one greeting per quest but you can control speaker and queststage by using conditions. you can add several different greetings under the greeting topic.

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The quest object is a "container" for the dialog. If you are adding one or two topics to an existing NPC, you would add these topics to their quest object. The geck wiki assumes you are adding new NPCs, which is what typically happens when you make a mod. For a new NPC, you should keep all their dialog in a new quest.
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