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Some help about containers and Leveled Lists


Sh4dowzyx

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Hi guys

 

I'm new to modding, and I'm trying to make a mod to add a merchant (or modify some existing ones) so that he can sell every weapon in the game (as well as modded weapons) and armours, as long as their level don't go over player's level. I also want him to sell those weapons and armours for gold AND materials.

I'd also like to add a merchant or modify existing ones, so that they can enchant weapons and armours for you (as, when you hit the dialogue, the enchantment menu shows up but there are only a few enchantments available depending on your level, and you have to pay a lot to enchant items).

 

For the first one, I thought about using a LeveledList for each item in the game, a list that'll use "calculate from all level <= PC's level" option, and then adding all these one-item lists in the merchant container. I know it works, 'cause I've already made a few tests, but I know it'll be messy.

 

To summarize, I'd like to know if it's possible :

 

- to have a merchant sell an item for gold AND materials (I mean, as if you crafted the item yourself, though it's not the most important part of it)

- to have a merchant use the enchant menu, and manage to use all of its features (like double-enchant, wow)

- to scale all that stuff with Player's level (AND if possible merchant skill, like : only master blacksmiths could sell you a daedric item)

 

I'd also like to know the best way to add every weapons and armours in the game, as well as modded ones, in a single leveled lists that scales to player's level, so that a merchant can sell all items a player could buy witth his level.

 

I know I ask a lot of you, but I'll accept every hint, or any help on this. Thanks for your time and help !

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- to have a merchant sell an item for gold AND materials (I mean, as if you crafted the item yourself, though it's not the most important part of it)

Not using the barter menu. You would have to script a transaction and getting the gold value of a player enchanted item gets very messy and is prone to inaccuracy. In theory, you could use the barter menu for the gold and listen for items leaving inventory while the barter menu is open and script a removal of any necessary materials. But there would be no way to stop the player from selling an item while not having the right amount of materials. So in a nutshell, any possible work around would be prone to having issues somewhere.

 

- to have a merchant use the enchant menu, and manage to use all of its features (like double-enchant, wow)

This is actually possible. Create a new interior cell. Do not link it to the game world. Place an enchanter in that empty cell (don't even need a floor, just slap one in). Then give the merchant a dialog option to use that specific enchanter reference. Because the enchanter is in a remote unlinked cell the menu will open and will skip any interaction animations.

 

- to scale all that stuff with Player's level (AND if possible merchant skill, like : only master blacksmiths could sell you a daedric item)

No idea to be honest.

 

I'd also like to know the best way to add every weapons and armours in the game, as well as modded ones, in a single leveled lists that scales to player's level, so that a merchant can sell all items a player could buy witth his level.

Probably create a script to run in SSEEdit that can scan every active plugin and add the weapons to a designated leveled list with whatever values you need. That type of thing is beyond my skill set, however.

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Not sure if its ever used in the game but when creating levelled item lists you have a health option which apparently is for use with weapons and armour. It's set at 100% by default. According to creationkit.com set it to 110 for 'fine', 120 = 'superior', 130 is 'exquisite', 140 for 'flawless', 150 for epic and 160 to 200 for legendary.

 

I haven't experimented with this but if it can give your merchants upgraded weapons and armour to sell that may be worth a look. You could then have levelled lists that can only be sold by certain blacksmiths, so only your master smiths will sell legendary items. Looking at it in CK, this field can only be edited for weapons and armour so it could be functional.

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