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Adding Items to a NPC Shopping List


BaronVonChateau

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Hi guises,

 

Does any of you know how to add items to NPC for them to sell it ? (Namely, spell tomes)

Is adding it to their inventory through the Creation Kit enough, or...?

 

Thanks in advance for your most helpful comments.

No. their shopping list are linked to two chest below the ground. One for items the player sells to the merchant, and one for the random scaled items the merchant sells.

 

However, I am not certain how you add items to these chests. Anyone here that knows?

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Ok, I checked. it is really easy. Even for someone like me who has never used construction set before. Just find the chest below that has ramdom loot, open it, click on base, add new item, and choose a new item. After you have picked, then there is a bar which will allow you to change the item to whatever you want. Edited by Camlon
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Ok, I checked. it is really easy. Even for someone like me who has never used construction set before. Just find the chest below that has ramdom loot, open it, click on base, add new item, and choose a new item. After you have picked, then there is a bar which will allow you to change the item to whatever you want.

 

This seems so simple I actually feel ashamed for not taking the time to try it myself.

Anyway, thank you my good man, and happy modding !

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  • 2 years later...

Just so you know, your mod will conflict with EVERY mod that does a similar change to the same merchant...

 

Say I want to make Belethor sell an item, and you want to make him sell an item; whichever of our mods gets loaded last will win out and he will NOT have the item from the mod that is loaded first. Changes to vanilla resources do NOT stack, they overwrite.

 

The only way to make an existing merchant sell something for you is to have a custom chest owned by your custom merchant faction placed inside the cell with the merchant with your item in it and then set up a quest that has script which adds that merchant to your custom faction. Changes IN GAME stack together, but changes made in the creation kit do not, so simply adding the faction to the merchant will not work, because if someone else has that same idea, then one of you is screwed... Now if you are talking about just for personal use, your method will certainly work, but if you plan on distributing your mod, you are playing Russian roulette with other mods.

 

Rule #1 of modding... NEVER modify vanilla resources, only manipulate them externally through code

Edited by icecreamassassin
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  • 4 years later...

Just so you know, your mod will conflict with EVERY mod that does a similar change to the same merchant...

 

Say I want to make Belethor sell an item, and you want to make him sell an item; whichever of our mods gets loaded last will win out and he will NOT have the item from the mod that is loaded first. Changes to vanilla resources do NOT stack, they overwrite.

 

The only way to make an existing merchant sell something for you is to have a custom chest owned by your custom merchant faction placed inside the cell with the merchant with your item in it and then set up a quest that has script which adds that merchant to your custom faction. Changes IN GAME stack together, but changes made in the creation kit do not, so simply adding the faction to the merchant will not work, because if someone else has that same idea, then one of you is screwed... Now if you are talking about just for personal use, your method will certainly work, but if you plan on distributing your mod, you are playing Russian roulette with other mods.

 

Rule #1 of modding... NEVER modify vanilla resources, only manipulate them externally through code

So, if i want to make all general merchants have cure poison potoins and torches available it will conflict with ANY mod that makes a change to thier inventory? :/ i guess if i distribute my mod i will just ask people to tell me what mods i need to make patches for, try to get permission, and add it in...?

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