js303 Posted January 9, 2018 Share Posted January 9, 2018 (edited) I'm very close to being finished with my new mod... now the last thing I have to do is put the items I made into Arturo's (commonwealth weaponry) vendor inventory. I chose Arturo because they are Misc items and the vendor has to be selling Misc items for it to work. I followed the directions very closely on this page http://geck.bethsoft.com/index.php?title=Adding_items_to_vendors and the Items aren't showing up. here are the steps I followed: Creating a new container owned by the vendorin the Object Window, under World Objects > Container, double click on any of the VendorContainer* at the bottom of the list. give it a new Editor ID (first text field), and drag & drop the items you want your vendor to sell into the Item List on the right (deleting any items you don't want) and some caps if you want him to buy stuff from you (this is how you increase the amount of money a vendor has). check the Respawns option if you want it to respawn every 3 days, and click OK; when it asks you if you want to create a new Form, click Yes. in the Cell View window, double click on the VendorChestsCell, and drag & drop your new container from the Object Window into that cell in the Render Window. double click on your container in the Render Window, give it a Reference ID (yourNPCVendorChestRef), check a Persistent Reference box, and select the Ownership tab, and select your NPC from the drop down list. for new NPCs, you can also double click on the NPC in the Render Window and select the chest in the Merchant Container tab (this is probably already assigned for existing NPCs): select the VendorChestsCell in the first dropdown, then your chest reference (yourNPCVendorChestRef) in the second dropdown. I create the new vendor chest... assign it to Arturo in 2 different fields and placed it next to the chests in his shop area... pic below The only step I'm not sure I did right was in step 5 "check a persistent reference box" ...I have no idea what that means as I didn't see the option anywhere ...does that mean click on the green box? because that's what I did to open up the reference options to select the ownership. Any help is appreciated. Also in step 4:in the Cell View window, double click on the VendorChestsCell, and drag & drop your new container from the Object Window into that cell in the Render Window.I didn't see anything in any cell window named VendorChestsCell..all I did was find the cell that commonwealth weaponry is in and went to where the chests were... so it's possible I did that wrong Edited January 9, 2018 by js303 Link to comment Share on other sites More sharing options...
MissingMeshTV Posted January 9, 2018 Share Posted January 9, 2018 I think your first problem is that based on the link you posted, you seem to have been following instructions from the old FO3 GECK, not the FO4 Creation Kit. :wink: Going from memory on the three times I’ve set up merchants (and not being near my computer to check) I’m pretty sure that the merchant containers are defined through the merchants actual Actor entry found in the Objects Window. I think the merchant settings are the Faction tab of their base object entry…there are values for their business hours, assigning their vendor container etc. So if you open up Arturo’s Actor entry you can see the various tabs for Faction, AI, Template, etc. Fairly certain the merchant options are under the Faction settings. A merchant can only have one Vendor Container assigned to it. If it’s an already existing vendor, that means you have to assign a secondary container. You defiantly don’t want to touch (or change) the vanilla container already assigned. Listed under Containers in the Object Window, there is an AspirationalVendorContainer…or something to that extent. That is what I have used to add items to an existing vendor for them to sell. Take a look at Daisy’s reference in Goodneighbor (GoodneighborOriginExt is the cell name I think, or something similar). She has an AspirationContainer set up as a linked reference. When I wanted her to sell the key/deed to the home in my Goodneighbor Condo mod, I created a second AspirationalContainer, added the item I wanted her to sell and linked it to her the same way that the vanilla one was set up. That might be one option. The other option, which might actually be better, would be to have your items added into the vanilla VendorContainer via script injection. It’s good way to not have to muck about with extra containers, you don’t actually make any edits to the vanilla container, and you can maintain compatibility with other mods. It all depends on how many items you have, if they respawn and which way works best for your intended result. Only going from memory here and others might have better and more concise info, but hopefully this puts you in the right direction. Link to comment Share on other sites More sharing options...
js303 Posted January 9, 2018 Author Share Posted January 9, 2018 Haha my mistake... thanks a lot for your help. I got it to work fairly easily. You should see my new mod posted up soon... give it a look! Link to comment Share on other sites More sharing options...
MissingMeshTV Posted January 9, 2018 Share Posted January 9, 2018 Cool...glad you got it working! Good luck with the mod. :thumbsup: Link to comment Share on other sites More sharing options...
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