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setting a constant price on an item


icecreamassassin

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I want to designate objects with a specific sell price which IGNORES mercantile value and computations. I basically am using this for paper currency in my mod and want to be able to sell the bills for what they are worth every time. Problem with this though is that the character's barter gold comes into play and you can't sell any notes larger than the money they have in this case, which doesn't help me.

 

What I'd ideally like to figure out how to do would be to give away the item (value 0) and have the gold amount for the item added. This solves the problem of then having to remove the item from the NPC's inventory. I have it working now to where you sell it for 1 gold, the script gives you the extra 499 or whatever. But then the bill is in the character's inventory for sale for 1 gold and when I use the "removeme" function (which is a piece of crap) it will crash the game no matter how it's used and seems to be the only way to remove the item from unknown NPC refs.

 

Does anyone have a clue how I can call queries on the "give away" function? that would solve all my problem but I can't seem to find any function or command which involves the "give away" option for zero value items.

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You could sell through a custom dialog info that large classes of NPCs can use. You would talk about buying and selling your paper money and then the result script would remove or add it to the players inventory and remove or add a specific amount of gold, the same every time. The problem with this approach is that you have to write dialog for every amount you sell. So you might limit yourself to selling units like 1, 5, 10, 20, 50 or whatever works best.
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You could sell through a custom dialog info that large classes of NPCs can use. You would talk about buying and selling your paper money and then the result script would remove or add it to the players inventory and remove or add a specific amount of gold, the same every time. The problem with this approach is that you have to write dialog for every amount you sell. So you might limit yourself to selling units like 1, 5, 10, 20, 50 or whatever works best.

 

ya that was the problem I faced the first try through. I'd like to avoid specific intervals, so I thought about a player input field using OBSE, but that proved to be too much to deal with for me :P

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