Taffer42 Posted September 22, 2018 Share Posted September 22, 2018 Okay, I'm editing two different mods, and I have a problem with each. I haven't been able to find an answer on my own. :( These are hopefully easy to answer questions, even if the answer is "Nope, can't do it.". 1) Instant Merchant - Goonie.This is an original Skyrim mod I've been tweaking for personal use. The problem here is that the merchant has access to unique chests the player can use for storage, and these are stored (out of sight) in Breezehome. However, if you happen to summon the merchant while you're in Breezehome and use her to access the chests, you can hear them open and close, even though you can't see them. I'm trying to either stop the open/close sound(s) from playing, or switch them to play a silent .wav file. 2) My other problem is more general. I'm trying to fix it so a certain item (a spellbook, if it matters) appears on the vendor lists with a price that doesn't scale. A starting character with 15 Speech and no perks pays the same price as a level 100 with max speech and every speech perk. I'm hoping for solutions that can be done with SSEEdit. Scripting is my next choice. Creation Kit is my "last resort", as I have zero experience with it aside from using it to convert original Skyrim mods to Special Edition (load mod in, save it). Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 23, 2018 Share Posted September 23, 2018 RE 1: Two really simple options.Move the chests far away from their current location in the hidden area of Breeze Home.Move the chests to a different cell entirely. You'd need to use xEdit to pull this off properly in a simple manner. The form records should already be marked persistent so putting them anywhere else should be fine. My go to junk cell for crap like that is the AAAMarkers [CELL:0005EAC7]. Cause hell why not. It doesn't matter if you override that cell record. As long as it's not deleted nothing really cares about it. You could also make your own cell and stuff it in there. Either way, you'll need the cell record in your target mod. So if it isn't there already make one (or override). Then find the chest reference record in Breezehome and at the top of the spreadsheet view you'll see the cell listed. Right click and hit edit. Give it the form ID of the cell you want it moved to. Done. Repeat for any other chests you want to move.RE 2: Depending on the price it may not. There is a certain minimum price for the speech scaling. I haven't seen anything that specifically causes any scaling on speech or barter ability buffs. But I have noticed that at a certain price even with extra barter reduction or higher speech the price doesn't change. This might also be affected by faction ranks but I've not tested. So the simple answer may be, "You can't do anything about it". Link to comment Share on other sites More sharing options...
Taffer42 Posted September 25, 2018 Author Share Posted September 25, 2018 This was so amazingly helpful! Thank you so much! You showed me how to do things I didn't even know were possible, and I learned so much from what you said and by poking away at the mod. It took me a couple days to get everything just the way I wanted it, but it's done now! Thanks again! Link to comment Share on other sites More sharing options...
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