Hangman4358 Posted June 26, 2012 Author Share Posted June 26, 2012 In Oblivion all you had to do was add a new chest under the floor of a shop and make sure it belonged to the vender or to nobody so it would belong to the owner of the cell (the vender.) But alas, Bethesda royally fouled up this part of the game, and it is very bad for Skyrim modders and gamers where the Oblivion set-up was great for modders and gamers. In Skyrim, vendors seem to generally only sell from their one assigned chest. I have yet to test this but from the looks of it the vendor does not need to be in the same cell as his chest when selling things. Think of all the vendors who are outside and have their chests in their shop cells like the blacksmith in solitude or in white run. So my thinking is that If I make a cell with nothing in it but chests for all the vendors that should work. And that way it would still be compatible with other mods. Link to comment Share on other sites More sharing options...
David Brasher Posted June 26, 2012 Share Posted June 26, 2012 (edited) Steve40 said: David Brasher, on 25 June 2012 - 11:51 AM, said:"In Oblivion blah blah blah..." Mate, this in not Oblivion. It's no use crying over spilt milk. Please get over it :mellow: @ Steve40If you don't have anything useful to say concerning the topic being discussed, then please don't post comments. The OP said this: If I make a new chest and add it to vendors like their regular chests that should work too though shouldn't it. Because I am not editing anything, I am just placing a new chest that is owned by a vendor and he will then sell the things in that chest if they fall within his purview. That is the perfect strategy for modding Oblivion. The correct answer. But this is Skyrim and that approach does not work. It is the wrong answer. I thought it might be good for me to clarify this point so that people don't waste time doing the wrong thing in their mods with vendors. @ Hangman4358You could indeed make a mod that changed the chests that vendors used and put them all in a single room, but in Skyrim, vendors can only have one chest. So by having the vendors use only your chests rather than the original ones, you would create a lot of mod conflicts. The gamer would get your new merchandise, but could not get merchandise added by another mod. Depending on the intended function of your mod, this could be acceptable, but it might limit the number of people who would want to use the mod. Edited June 26, 2012 by David Brasher Link to comment Share on other sites More sharing options...
steve40 Posted June 27, 2012 Share Posted June 27, 2012 I have yet to test this but from the looks of it the vendor does not need to be in the same cell as his chest when selling things. Think of all the vendors who are outside and have their chests in their shop cells like the blacksmith in solitude or in white run. So my thinking is that If I make a cell with nothing in it but chests for all the vendors that should work. And that way it would still be compatible with other mods. Correct, merchant chests don't need to be in the same cell. However, as vendors can only be linked to one chest, then that approach is redundant. You might as well simply add your item to the existing vendors chests, it would achieve exactly the same effect will less effort. However, as DB pointed out it might cause mod conflicts. But then again, those mods have already put themselves in a conflicting situation by modding the vanilla vendor's chests, haven't they? Link to comment Share on other sites More sharing options...
steve40 Posted June 27, 2012 Share Posted June 27, 2012 Steve, from the looks of it there is a problem with saved games with that way. At least that is what the one guy in the discussion said. I guess I would have to test it. I don't see how adding items to Leveled Lists via script could mess up savegames. If that were the case, then there would be no point in having AddForm commands in the first place, as it would be impossible to use them! Anyway, there might be a failsafe way to do this: add your items to the leveled list via script when the player enters the vendor dialogue, then remove your items from the list when the player exits the vendor dialogue. That way your items are added and removed from the chest "on the fly" and are not saved in the savegame. A method like this is worth exploring. Alternatively, something else that might be worth trying is simply to "additem" your items directly to each vanilla merchant chest using a script, without making any changes through the CK. The items wouldn't be leveled though, but you could query the player's level then add appropriate level items to the chest. Link to comment Share on other sites More sharing options...
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