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one merchant, two chests


Georgiegril

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Thanks, David, for the advice. I had thought about that, kind of like lanterns going on and off. I do think that could be a possibility. It seems a little inelegant to me, however--at the turnover, wouldn't there be something like a glitch in the Matrix? (Whoa. Deja vu..:laugh:.)

I have decided to assign apothecary duties to another one of my NPCs, for the time being. Once I get the interior part of the mod going I am going to give tetradite's strategy a try.

 

Thank you though, again!

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This makes me wonder if actually what's making it work isn't actually the fact that the different merch setups are in different areas, but the fact that the player and/or the NPC has moved into another area and so kind of "cleared the NPC's cache" if that makes any sense... like if when the NPC is loaded in the cell, the AI runs through and attaches the first working merchant package it comes to, but if the player and NPC both remain in that area when the changeover between the trading setups takes place it doesn't work because there's nothing to force the AI to re-evaluate which packages to use.

 

Quite likely it is just making the actor reevaluate his package. So all you need to do is run a script fragment at changeover time to do the trick.

 

NPCAlias.TryToEvaluatePackage()

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