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Adding Custom Items to Chest, Armor + Leveled


richiedagger

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After starting a new character it dawned on me that I would be forced to get smithing perks if I wanted access to armor/weapon mods I've downloaded. I am looking for a way to add the custom armor mods to merchants and making them spawn in dungeon chest like vanilla armor. I'm 99% sure I can do this through CK but I'm having trouble with it. The closest I've gotten is adding a set to a merchant's chest but it won't show up on the list when I talk to them. I have no clue where to start to making armor lootable. If anyone can point to a tutorial or tell me how to do this I would appreciate it.(I know I can can use the console to get the armor or edit the armor so it requires no perks to smith but that's not the solution I am looking for)
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Did you make sure that the merchant's faction configuration permits those types of items to be sold (Buy/Sell List drop-down menu )?

 

However, your idea won't work for multiple mods because of mod isolation. You could add the custom items from one mod to the leveled lists and merchants chests, but the next mod that does the same will override the preceding mod, and so on. The last mod in the load order wins. You would probably have to wry bash all the mods into one big mod, then add all the items to the lists.

 

Edit: Some mass-debating over this sort of problem here. :tongue:

Edited by steve40
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Ah thank you. You are right about the merchant, I was trying to add armor to a merchant who can't sell armor thus it was showing up in the chest but not the list.

 

I will have to check out that thread though I think I found a way to do it. Tell me if you think this would work:

 

1. Load CK with X armor mod activated

2. Make a new LItemAmor and add X armor to it

3. Add LItemArmorX to TreasGiantChest(and other chest you want armor to show up in)

4. Save .esp

 

Would the mods still override each other if I did this for each individual armor? So far I've tested one mod into Giant's chest, since they are the most easily accessible in game, and it worked.

 

Edit: Nevermind after more testing I can see how each list is replaced by whatever loads last. Seems like a mistake from Bethesda >_>

Edited by richiedagger
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I've never used wry bash, but I think the way it works, is that if you do as you did above for each mod (create a custom leveled list and add it to the chest), then use wry bash to merge all the leveled lists into one, it might work.
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I am in the same boat. I don't really know how wrye bash works so I went ahead and merged everything through CK. I feel like CK gives me more options like choosing at what level the armor can spawn, selecting dwemer dungeon only spawns for certain armors, and changing the percentage of the spawning chance. I got through all my armor mods(16) in a little over 90 minutes. For all I know wrye bash has the same options and can do it in 5 minutes but I reached my goal so I'm happy :D
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