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Merchant's with more than one barter menu


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You could create dummy vendor chests with persistent references and call DummyChest1REF.removeallitems VendorChestREF before ShowBarterMenu in your dialogue results to load the vendor inventory with different items.

Ok, so I already have some separate vendor containers for ralph in the esp that contain different items and added those references so that they show up in his barter menu. Can't remember the names, so let's just say RalphRef1 and RalphRef2, and then the main vendor container for ralph, which I'll just call RalphMainRef. So, using your method, if I only want to see items in RalphRef1 with a certain dialog option, I would set the end script to call RalphRef1.removeallitems RalphMainRef ShowBarterMenu, and it would dump the contents of RalphRef1 into RalphMainRef and only display those items? Or am I confused? I'm not able to get access to my machine for a bit, so I'm not able to test it.

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Ok, I was able to get a topic & statement put in, but have yet to test it. However, when I consider it, I don't see a way to put the regular merchant container contents, which are now in the dummy container, back into place into the main merchant container after the transaction. I'm sure there's some "if" statement I could use when trying to view the normal inventory option, but I have no idea what statement I would need to use.

Edited by FishNeedles
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