agerweb Posted November 25, 2017 Share Posted November 25, 2017 First, the answer to this question is unlikely to be the obvious because I already have 60 merchants working in the Mod. I recently placed 4 merchants in a market to sell Groceries, General Stores, Potions and Bakery items and they all sell only Arms and Armor as if there factions were connected to blacksmith chests. There not. They are all setup identically to other merchants who successfully sell these items, including in markets; ie in an exterior cell with the respective chest sunk beneath the ground. Anybody seen this before? Link to comment Share on other sites More sharing options...
Urtho Posted November 27, 2017 Share Posted November 27, 2017 Check if the vendor buy/sell list for their merchant faction is set to the correct item type, only thing that comes to mind that would cause this. Link to comment Share on other sites More sharing options...
agerweb Posted November 27, 2017 Author Share Posted November 27, 2017 Sadly it is in all cases, that would be too easy wouldnt it! I reconnected all the factions to the chests again and one merchant started working, it is bizarre. Link to comment Share on other sites More sharing options...
lofgren Posted November 28, 2017 Share Posted November 28, 2017 Do they use vanilla merchant keyword lists and leveled lists? Maybe you have a mod that modifies those lists by script. Link to comment Share on other sites More sharing options...
agerweb Posted November 28, 2017 Author Share Posted November 28, 2017 Apart from one who is a toymaker they are using vanilla keyword lists. The toymaker has a separate list which is working for 2 other toymakers just not this one. I have also discovered a Innkeeper who is selling arms and armour. My mod has no scripts that modify lists. It's all rather strange. Link to comment Share on other sites More sharing options...
Urtho Posted November 29, 2017 Share Posted November 29, 2017 Check the vanilla merchant form lists for rogue editing of the keywords included, perhaps they've been changed from the defaults. Also just to be clear, you're testing your merchants on a new game and not an existing save right? No other mods should be in your load order for mod testing when doing mod creation, start a new game and don't COC out from the main menu. An alt start mod such as LAL is probably an acceptable exception to this rule in order to get past the tedium of the vanilla start. Link to comment Share on other sites More sharing options...
lofgren Posted November 29, 2017 Share Posted November 29, 2017 In the console, try "Player.GetAV BypassVendorKeywordCheck" to make sure this actor value did not accidentally get set to 1 or higher somewhere down the line. And I assume you already double checked that you didn't check "Not Sell/Buy" in the faction menu? Are the merchants in any other factions? I know of at least one bug that can affect merchants who belong to more than one faction, even if the other factions do not appear to be merchant factions. Link to comment Share on other sites More sharing options...
agerweb Posted November 29, 2017 Author Share Posted November 29, 2017 All testing is on a clean save with only Skyrim and DLC loaded. I wasn't aware number of factions might cause a bug, so I will definitely try that. I have also noticed a new innkeeper + his barman (ie both in same faction) who just sells arms and armour as well and setting one of those up is as straightforward as it gets! Link to comment Share on other sites More sharing options...
agerweb Posted November 30, 2017 Author Share Posted November 30, 2017 Solved, thank you lofgren, it was that bug i hadn't heard of; I cut down all the vendors to the bare minimum factions and they all started to behave themsleves. Link to comment Share on other sites More sharing options...
lofgren Posted November 30, 2017 Share Posted November 30, 2017 (edited) OK, so then I think I know what might be the issue. I'm assuming that none of the other factions they were in appear to be vendor factions in the CK. However, if a faction was PREVIOUSLY set to be a vendor faction, at any point in its development and by any mod or even the vanilla game, then unchecking that box doesn't actually delete the data. If you load up the factions in TESVEdit, you'll see that all of their vendor data is still there, and may still be used in certain highly quirky situations. You can remove the data with TESVEdit and they should work properly. Edited November 30, 2017 by lofgren Link to comment Share on other sites More sharing options...
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