KingsGambit Posted April 8, 2012 Share Posted April 8, 2012 Hi all, I've finished a rather nifty mod I was hoping to upload earlier but haven't been able to get it in game as yet. When you see it, you'll laugh that it took me as long, or longer just to do this. I have chosen not to give it to the player automatically, which I am able to do. I have also chosen not to make it craftable, which I am also able to do. I'd like to add it to a merchant, but realise that simply adding it to their inventory chest is probably bad form, as it'll likely overwrite any other mods that do that same thing. In FNV I created a mod that ran a quest on loading it up, the quest ran a script that gave the item. I'm trying to do it that way, my script however isn't working. It is as follows: Scriptname AddItemToMerchant extends form {Add my item to merchant} Weapon Property ItemName auto Container Property MerchantChest auto Quest Property MyQuest auto Event OnInit() Utility.Wait(3) MerchantChest.AddItem(ItemName, 1, TRUE) MyQuest.SetStage(99) EndEventIt fails on the line: MerchantChest.AddItem(ItemName, 1, TRUE). If I swap the chest variable for Game.GetPlayer() it works just fine, but as I mentioned I'd prefer to avoid giving the item directly if there's a solution to this. With many thanks in advance. Link to comment Share on other sites More sharing options...
fg109 Posted April 8, 2012 Share Posted April 8, 2012 (edited) Use this instead: ObjectReference Property MerchantChest Auto Edited April 8, 2012 by fg109 Link to comment Share on other sites More sharing options...
KingsGambit Posted April 8, 2012 Author Share Posted April 8, 2012 Use this instead: ObjectReference Property MerchantChest AutoThank you for that tip. I thought it was something like that. In spite of this, I still couldn't get it working with merchant chests, though it worked with normal ones. Possibly because of the respawn timer or some such. Still, it works now, many thanks! Link to comment Share on other sites More sharing options...
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