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[LE] Any tips on avoiding incompatibility with other mod that edit the same merchant?


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Even though I have access to this forum I don't really consider myself a "real" mod author yet, as I don't know how to do much and all my mods are tiny. My most popular mod is a mod that changes walking speed.... So I would appreciate some advice on my first "real" (aka not tiny) mod. The idea of the mod is to give every alchemy merchant at least one unique potion that they invented, to create some variation between alchemist. So they wont all just sell the same thing. Making all the potions was easy enough I've tested them, and they all work as intended. However I'm a bit worried about incompatibility issues as it will add items to so many merchants. What's way would you advise to add a item to a npcs merchant inventory which is least likely to cause conflicts with other mods?

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The problem with adding directly to the levelled lists is that I believe those are shared amongst the alchemists. OP needs to add a unique one to each merchant chest, in such a way as it a. refreshes and b. doesn't interfere with any other edits of that chest.

 

Editing the merchant chest directly means it will have compatibility issues. So what probably needs to be done is to put an alias on each chest with the desired items in the aliases' inventory, and a brief script that fires every 48 ingame hours to, 1, remove any remaining added items from it (easy since they're going to be unique potions), 2, clear the alias, and 3, re-add the chest to the alias (which will in turn force the alias's inventory to be added to the chest).

 

If however there *is* a unique levelled list for each merchant chest, you could do a script-based injection into that. However stuff added by script to a levelled list can also be *removed* by script to a levelled list, and if someone calls Revert() to what you've edited your stuff will go away. Same applies if you do it, to any changes someone else may have made. The alias method only fails if someone deletes the chest or edits the merchant faction to use a different one.

Edited by foamyesque
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Another option would be is to drop it in the alchemist's cell and give ownership to the alchemist. Problem is if bought once it won't respawn.

Another modder and I did some extensive testing and for some reason items in a shop don't respawn but dungeons do.
We added dungeon like keywords to the cell, waited 30 days in an adjacent hold but for some reason the cell won't respawn.

 

Perhaps someone else knows what we did wrong and can help you figure out how to make a shop cell respawn.

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