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Trying to add items to an existing vendor


MichaelTorr

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I'm trying to add a few items to Cliff Briscoe sales inventory.

I tried following the instructions here http://geck.bethsoft.com/index.php?title=Adding_items_to_vendors

 

It isn't working. Here are the steps I've taken.

1. I find and edit his chest called VendorContainerCliffBriscoe, rename it VendorContainerCliffBriscoe2, save as new form.

2. I add the two items to it and added 2000 caps.

3. I place the chest in VendorChestsCell.

4. I double click on it and give it the reference ID VendorChestBurriedCliffBriscoe2REF (since this seems to be the naming convention).

5. I check Persistence.

6. I go to the ownership tab and select CliffBriscoe from the drop down menu.

7. Save mod.

8. Activate mod in my Mod Manager.

 

Load up game, go to the Novac Gift Shop, talk to Briscoe, the items aren't there.

 

What am I doing wrong?

I know there is also a way to script these items into an existing Vendor Container, but the instructions look very complicated. I feel like there is just no need to script these items in (unless there is no other way).

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Have you seen 'TIP Merchant Inventory' under the "Custom NPCs" section of the wiki "Getting started creating mods using GECK" article?

When testing, did you:
1. Toggle ArchiveInvalidation? (Strangely enough this sometimes seems to affect the addition of new mods even when they don't directly affect meshes and textures.)
2. Start a "new game"?
3. Try waiting long enough for the vendor to respawn their inventory? (Default is 72 hours.)
Alternatively:

You can force the inventory to "reset" by calling the ResetInventory function on the container reference, but remember that "all previously added, removed, or calculated objects will be lost". See the GECK Wiki entry on "Force an actor to equip new stuff" as well.

 

If you ever do decide to investigate "Leveled Lists", see "TIP Adding Items to Actors aka Leveled Lists'" under the "Scripting" section of that same article. You should also see the 'Spawning modded items' section as well.

 

-Dubious-

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I found a solution: I placed the items in his shop, market them as owned by Cliff Briscoe. And that's it, he sells them now.

And I want to thank you for the link, it was from that link I was able to find that as a possible solution.

Edited by MichaelTorr
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Glad it helped.

 

From your solution, it appears that it wasn't until the items were in a container in the same cell as Cliff (in his shop) that everything else worked correctly?

 

IF so, it implies that simply adding a container to the "VendorChestsCell" as described in the tutorial is not sufficient. In which case, moving the "new" container from that cell to the vendor's location (possibly intended to be by script after some condition is met) would appear to be the "missing step" in that guide. Something to be added to the 'TIP Merchant Inventory' entry I think.

 

-Dubious-

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You can only have one merchant container in a different cell. If you open up the GECK and go to the NovacGiftShop cell and double click on Cliff Briscoe (brings up his reference editor), then click on the Merchant tab, you will see where his merchant chest gets linked in even though it's in a different cell. You can change that link to a different container, but you can't add a second container there.

 

If you want to add a second container, you can't place it in a different cell. It has to be in the cell where the merchant is located and the cell has to have its ownership set to the merchant. And of course the container has to be persistent and its ownership has to be set to the merchant.

 

You can place the container in the gift shop (hidden behind a wall if you'd like), or you can place the items individually in the gift shop (as Michael ended up doing).

 

Another approach is to add the items directly to Cliff's original container. There are two ways to do this. First, you can just edit his original container. That works, but breaks compatibility with any mods that also edit his container. The second way to do it is to use a script to add the items to his container, like making a quest with a quest script that is set to run once to add the items. Since you aren't actually modifying his container, this second approach won't break if another mod also wants to modify this container.

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