Jump to content

Mods based on Merchants [Problems]


Lordspence

Recommended Posts

Mods based around armours, weapons, clothing, jewellery and the suchlike are extremely common and, as it to be expected, modders are increasingly finding ways in which they are to be deemed as legitimate within set game parameters and within the tone of the game.

 

In layman's terms, this means they find ways in which to supply the modded items more legitimately.

 

This has led to the use of merchants, more than often in the IC Market District for IV:Oblivion. However, this leads to a problem, as most modders are aware, merchants require merchant containers (except for spells), these containers are, by default, set to respawnable. This therefore leads to the repeated creation of supposedly 'unique' armours, weapons etc etc.

 

This is true of all mods using the supply method of merchant sale and is generally not a problem, it just lowers the rarity of the modded item. However, when enchanted or scripted items are involved more than often having double the amount of a unique item can interfere with both quests, topics of discussion and script effects.

 

Just a precautionary warning to all those first-time merchant modders.

 

Thats all. :)

Link to comment
Share on other sites

This problem can be solved by creating a new container in the same location as the merchant when he/she is offering services. This container should be non-respawning, belong to the merchant, and not the merchant container. When a merchant sets up shop to sell stuff, he/she will sell anything from his/her merchant container, any unowned items lying around in the cell, and anything from a container that belongs to him/her in the cell.

 

(Edited because I forgot how I did it and thought I made an NPC with 2 merchant containers. Which is not possible!)

Edited by fg109
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...