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If we add clothing to the clothing vendor list, does it conflict with other mods that do the same?


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From what I see, you did everything right, I don't know why they don't appear there. The only thing is that this quest will run only once, I mean if you created this quest and then loaded game before all the work with script was done and you saved game, it means that on that new save quest won't be inited again. Can you try this on other saves?

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No luck. I went back and tried uninstalling it, starting the game and making a new save after the 'This save depends on a mod' message, quitting, reinstalling the mod and starting the game again, went into the new 'clean' save, still no suits in shops. I loaded an earlier save from before I put the original version of the mod in the game, still nothing. I loaded an even earlier save from a whole different player character, still no suits in shops.

 

I wondered if some sort of remnants from the original mod might be in a game cache somewhere and that this was preventing the updated version from working properly, so I even went back to the CK and remade the whole mod all over again from scratch, hoping that would give everything new ID codes and the game would see it as a whole shiny new item that had never been installed before. But noooo. No suits in shops.

 

I can only guess that something is missing somewhere in the 'quest', but don't know how to troubleshoot because I don't know what to look for. One thought that did come to mind is, if adding clothes to shops is a 'quest', what triggers the quest? Does it just automatically trigger the first time the game loads after installing the mod, or is some action required by the player character to make it happen? And if the quest only runs once, does that mean the items will only appear in shops once and then never again? I'd wanted them to always be available like default clothes.

 

ETA: Something that just occurred to me: When I made the original version of the mod, upon adding the items to the clothing vendor list there is a choice of two options under LLI_Clothes_Vendor_Any_Basic - one with a 60% chance of None, and one with a 0% chance of None. I chose the 0% option in my original mod. But with the quest version of the mod, I don't see a way to choose which option to put the suits into. With the quest, could the game be automatically putting them into the 60% category? Is there a way to make it put the items in the 0% category?

 

Thanks so much again for helping!

Edited by EsmeraldaF
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Ah, thank you, that's very useful info to know. So with those items clicked, it seems it should work as intended, but - I see that you posted just after I did and you wouldn't have seen the ETA I added to my post. It's strange, I added the ETA 4 minutes after you posted, but your post wasn't appearing for me at that time (maybe because I didn't refresh). I'll repeat the ETA here:

 

Something that just occurred to me: When I made the original version of the mod, upon adding the items to the clothing vendor list there is a choice of two options under LLI_Clothes_Vendor_Any_Basic - one with a 60% chance of None, and one with a 0% chance of None. I chose the 0% option in my original mod. But with the quest version of the mod, I don't see a way to choose which option to put the suits into. With the quest, could the game be automatically putting them into the 60% category? Is there a way to make it put the items in the 0% category?

 

Could that be why the items aren't showing up, because there's only a 40% chance that they will? But even then, I'd expect to at least see one or two of them after several in-game days. Arghh, it's frustrating - I feel like I'm so close but yet so far.

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Hi there, those Chance percentages came from here:

 

0% Chance None

 

[Removed Photobucket links because Photobucket broke them]

 

60% Chance None

 

[Removed Photobucket links because Photobucket broke them]

 

I could very well be wrong about this, because I really don't know what I'm doing, but I interpreted that as meaning that there was either a 60% chance of there being None, or a 0% chance of there being None. Is that what it means? In my original mod where I added the clothes directly into the clothing vendor list instead of using a script, I inserted all my suits into the 0% None category, and in-game they showed up right away.

Edited by EsmeraldaF
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Sorry, I'm not sure what you mean - do you mean I should add only LLI_Vendor_Clothes_Any_Basic to the NeededLeveledLists on the script's Property Form, and not VL_Vendor_Clothing? (Or, vice-versa?)

 

Or, by 'only leveled lists that contain items' do you mean lists that contain MY items - that is, do I need to add the suits manually to the leveled lists under the LeveledItem category in the CK like I did in my original version of the mod? (As depicted in my first screenshot on the previous page.) So sorry if I sound stupid, I'm just totally confused as to how this should work!

 

Would it help if I uploaded a copy of the mod? Then you might be able to see where something's not right. Thanks again for all your wonderful help!

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Yes I mean you should add only LLI_Vendor_Clothes_Any_Basic to the NeededLeveledLists on the script's Property Form, and not VL_Vendor_Clothing. That's because VL_Vendor_Clothing contains only leveled lists not items.

 

I will try to explain how script works for you to understand better what's hapenning. When quest is inited, script takes i-th leveled list from neededleveledlists property and adds j-th Armor into it. i and j both equal to zero at start but they will be incremented by 1 and run again until i is less than total count of items in NeededLeveledLists.

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Thank you! I'll remove VL_Vendor_Clothes from the script and try it later tonight, fingers crossed that that will now work as hoped. And thank you very much for the explanation of how the script works!

Edited by EsmeraldaF
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