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How to create a new vendor?


QuentinVance

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Hello there people!

I was trying to create a new vendor for a location I've placed in a mod I'm working on. Due to my inexperience I've tried following this tutorial, which unfortunately didn't really work out as expected.

I have carefully followed every step until the very end, but it still seems not to work.

 

The problem is, the guy will immediately teleport at the door as soon as I enter the building (so he actually moves from his shop, then stops where he teleported) and then only say "What do you need" as soon as I interact with him. This leads to the player only being able to reply with "I need to get going".

 

I really don't understand how to fix this. When I first posted this question, the problem was Step 12, which I couldn't understand for I didn't see the Add Topic tab on the right. After completing step 12, the guy has a voice actor (which doesn't make sense, by the way) but the dialogue doesn't work the way it should.

Edited by QuentinVance
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As you guessed, they are talking about Add Topic over on the right hand side of the form, about halfway down.

 

You don't need to do it that way. All you need is a conversation option with a result script of SHOWBARTERMENU. I've always just done it with a regular topic. My vendors just have a GREETING, a buy topic with the SHOWBARTERMENU, and a nevermind/goodbye topic. You can add a few more topics to give the NPC a bit more life, but for a simple vendor you can get by with just those as a minimum.

 

Make sure you make your vendor's container persistent, don't forget to assign that vendor container to the NPC's ref, and make sure that your NPC has a vendor class and that the NPC is set up to auto-calc services (as in that tutorial) or you have the services set up so that the vendor will show the types of items that you want in their inventory.

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I've done exactly as you said, but it still looks like it won't work.

Can you please describe all the steps I should follow, one by one? I'm seriously starting to think I'm retarded.

 

 

EDIT: I think I solved it. There was a problem regarding the merchant ID while choosing topics.
​Now what if I wanted to change the "I need to get going" text, or have the guy stand still / walk around in his shop?

Edited by QuentinVance
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​Now what if I wanted to change the "I need to get going" text, or have the guy stand still / walk around in his shop?

 

I'm assuming that this is coming from an already existing topic in the GECK? If so, then you don't want to change it or you'll screw it up for everyone that uses it. If you want your NPC to say something different, create a different goodbye topic and use that for your NPC instead.

 

To make the guy stand somewhere or walk around his shop, you need to give him an AI package. The sandbox packages will make him move around the shop and randomly interact with various furniture objects. You can place some wall lean and counter lean furniture objects where you want your NPC to lean. If you want to make your NPC always lean on the counter by the cash register, for example, you can place a counter lean furniture object there, then give him a travel package with the ref ID of that counter lean furniture object as its destination (make sure you give the counter lean a ref ID and make it persistent). You can also give them a travel package so that they lean on the counter and give them a package so that they'll either sandbox or sleep, and set the times on the packages so they'll run the shop during the day and relax or sleep in their home or bedroom at night.

 

If you give them a travel package with a destination, make sure you don't place your NPC too close to that destination furniture marker or the NPC will think that they are close enough and will just stand there. Place them far enough away that they actually have to move to get there and then they'll use the furniture marker.

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1-Go into actor data and make a new quest. Under quest data make sure 'start game enabled' is checked and name your quest. the close the quest tab so it saves.

 

2-Re open your new quest and then select the 'topics' tab. There should be a blank space on the upper left. (This is where your topics will go) Right clicking on this space will open up a menu where all of the games topics can be found, add the 'greeting' topic. Now add your custom greeting. Once that's done you need to set it so it's only your npc saying it. Under the topic section there is an area for conversation conditions. Select getID condition. (It should be the default condition when you right click on it.) Select your npcs ID.

 

3-Now you need to make your barter dialogue option. Go back to the the dialogue box you used to add 'Greeting' and right click. Type the name of your new topic and add it.

Now you need to write the topic response. Once you're done with that. you need to make sure only your npc will say it so add the ID condition to that as well. Now under the 'Result script end tab add this "showbartermenu" this will allow your merchant to sell his/her stuff.

 

4-Now that you have your topics you need to connect them. Go to your custom greeting response and under the tap 'Add topics' (it's the box on the upper right) Right click and add your new dialogue. This will make it so greeting the npc adds your new dialogue.

 

 

If you want your npc to wander around the shop select your npc from the menu and go into the packages tab and click add. Now look for Default sandbox Current Location. That will make him wonder around his/her store

 

It should work if you do this.

Edited by Blacksoul501
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I really don't understand why, but the guy still teleports to the door as soon as I enter the room. I just tried giving him a sandbox​ AI Package, but he simply teleports to the door and then walks against the wall until spoken to. Then, he stands still.

Having him stand still behind the counter would be just fine, but no matter what I do, I can't find a way to have him stay there.

 

Everything else works correctly, he has his lines and I can even trade with him, it's just the positioning that seems to be off.

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