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Found 4 results

  1. Introduction: Greetings everyone. I have an issue that I am hoping would prove a simple resolution to the more experienced script writers among you. After searching, I have been unable to find the answer myself so here we are and I thank you in advance just for taking a look at my problem. Issue/Goal: I wanted a way to add an item to what a merchant sells without changing/affecting the rest of what they sell. Because I wanted to reduce the likelihood of mod conflict, I thought a script would be the best way to go. I do not wish to add the item to any level lists as I think/believe this would result in other vendors possibly having the items as well as enemies. And in my search for a solution, it would seem AddItem alone would not suffice due to the fact that a merchant's chest respawns/refreshes. Problems With What I Found: I am still pretty novice at several aspects of this so despite finding what I believe to be the answer, I am not sure how to specifically get it to work (such as do I need to set up the aliases in the quest or is it defined in the script or both... if I have to set them up in the quest, which settings/checkboxes are used... where exactly do I tell the script to add my item to the chest). The answer may be obvious, especially with what I found, but while I understand what I found much better than I would have a few months ago, I'm still pretty green with scripting and quest making. What I Found: Because of how the site looks when you're not a member (it doesn't show anyone's name and any code shown is smushed together without spaces so it has to be manually separated) I do not know who to credit for this (though it may have been Chesko) but this is basically what was said as an answer to someone else asking a similar question as what I am asking...
  2. Version 2014-June-6

    12 downloads

    Equip an Armor item called "[sTORAGE]" to access remote containers for storage. The item automatically unequips. The "INGR" container automatically identifies all effects of any ingredients put in. If you do not want that functionality, store ingredients in a different container. The "SELL" option begins barter with a merchant with 30000 gold and who will buy stolen items. The armor item has no mesh/texture, so do not drop it. Otherwise you will be unable to pick it up and you will not only have cluttered your game world but you will need to get yourself another through the console. To get the item, use the console: 1. First, search for the ID with this command: help "[sTORAGE]" 4 2. Use console command player.additem <ID> 1 to add the item. When changing to a different version, remove all items from all containers first and save the game. Then delete all files from previous versions before copying in new ones.
  3. Version v 0.1.3

    69 downloads

    NOTICE: This mod has been put on hold for awhile. Until I can get into a place of my own. A run down house on a mountain. Mysterious dungeon who's master is sinister and dark. Riddles to be solved, areas to discover and mysteries to be unraveled. Who built this place? Why does it exist? And what could lie at the base of the mountain? Answer these questions and more with Walrus's Skyborn Mansion mod. Finished features will include: - A new upgradable player home with a glorious view - A multi layer dungeon with lots of dead ends, puzzles and traps - A new merchant who needs your help to clear his name - A marriage worthy nord with the knowledge to heal your wounds - A mysterious stranger who might not b what they claim. --------------------------------------------------------------------------------------------------------------------------------------------------- Skyborn Mansion is a my first public released mod and my first serious mod for Skyrim. I plan to add several things to the world of Nirn with this by the end. These include: - A new NPC merchant with his own backstory and related quests. - His marriageable daughter, also a merchant, with her own quests to complete - A grueling dungeon with 35 lvls. Complete with hidden areas, secrets to discover and rewards for completing sections - An upgradable house with many different features and areas - A mysterious stranger who asks you to complete various tasks - A main story line to explain why this house and dungeon is there in the first place Features Completed: -Lvls 1-2 of the dungeon Features Started: -Dungeon Entrance http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressGreen.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>50% -House http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressRed.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>5% -NPC Merchant http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressGreen.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>60% -Merchant Daughter http://i244.photobucket.com/albums/gg21/Darkrder/TES%20Alliance/ProgressGreen.png") repeat scroll 50% 50% #333333; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px; border-top-left-radius: 4px; -moz-border-radius-bottomleft: 4px; -webkit-border-bottom-left-radius: 4px; border-bottom-left-radius: 4px;'>50% Exclusive TESA HINT!! -There are no health potions in the dungeon. Just remember that
  4. The line in the code that is larger font seems to be the offending piece. The code compiles and runs and does everything except this line. All I need is for this object to be removed from the player's inventory. I have already determined (Thanks WilleSea) that mySelf/Self referes to the script in this case and not the item to which the code is attached. Any ideas how to accomplish this goal. If I can get this to work, it will eliminate the problem where you buy too much from the vendor, causing their max gold limit to exceed. If you have ever seen this situation, you end up selling all your stuff and not getting any gold for it. It's not fun. What this code does is turn any gold over a set amount in the vendors inventory, into Skyrim "Septimus Notes" (Paper Money). You can then buy these from the vendor and resupply them with gold. When you drop the "Septimus Note" and then pick it back up, it converts it back to Gold Septims. It's a somewhat immersive way to eliminate one of the problems Bethesda made for us by putting limits on the amount of gold a vendor can have. More likely, they just used the wrong data type for the variable that tracks this value. Not sure. Anyway, any suggestions anyone could offer will help me get this mod out sooner. Scriptname FQSeptimusNoteExchangeScript extends ObjectReference import debug import utility miscobject Property GoldRef Auto Int Property maxVendorGold Auto miscobject Property FQ100KSeptimusNote Auto miscobject Property FQ50KSeptimusNoteSkyrim Auto miscobject Property FQ40KSeptimusNoteSKYRIM Auto miscobject Property FQ30KSeptimusNoteSKYRIM Auto miscobject Property FQ20KSeptimusNoteSKYRIM Auto miscobject Property FQ10KSeptimusNoteSKYRIM Auto miscobject Property FQ5KSeptimusNoteSkyrim Auto miscobject Property FQ4KSeptimusNoteSkyrim Auto miscobject Property FQ3KSeptimusNoteSkyrim Auto miscobject Property FQ2KSeptimusNoteSkyrim Auto miscobject Property FQ1KSeptimusNoteSkyrim Auto MiscObject Property FQSPENTSeptimusNoteSkyrim Auto MiscObject property coinObj auto Int property coinAmt auto MiscObject mySelf auto State Waiting Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) mySelf = self.getBaseObject() as MiscObject Debug.Notification("OnItemChangedContainer") Debug.Notification("akOldContainer = " + akOldContainer); None Debug.Notification("akNewContainer = " + akNewContainer); ObjectReference if akNewContainer == Game.GetPlayer() Debug.Notification("akNewContainer == Game.GetPlayer()") if !akOldContainer Debug.Notification("!akOldContainer") gotoState("done") int numOfCoins = coinAmt [size=6] game.getplayer().removeitem(mySelf, 1, abSilent = true)[/size] game.getPlayer().addItem(coinObj, numOfCoins) game.getPlayer().addItem(FQSPENTSeptimusNoteSkyrim,1, abSilent = false) elseif akOldContainer Debug.Notification("akOldContainer") SeptimusNoteExchange(akOldContainer) endif endif endEvent endState State done ;do nothing endState Function SeptimusNoteExchange(ObjectReference akTargetRef) Debug.Notification("Now we're debuggin the SeptimusNoteExchange function!") ObjectReference VendorRef = akTargetRef int currentVendorGold = VendorRef.GetItemCount(GoldRef) int amtOverMaxVendorGold = currentVendorGold - maxVendorGold Debug.Notification("The amtOverMaxVendorGold is " + amtOverMaxVendorGold) while amtOverMaxVendorGold >= 1000 if amtOverMaxVendorGold >= 100000 VendorRef.additem(FQ100KSeptimusNote, 1, false) VendorRef.removeitem(GoldRef, 100000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 100000 endif if amtOverMaxVendorGold >= 50000 VendorRef.additem(FQ50KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 50000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 50000 endif if amtOverMaxVendorGold >= 40000 VendorRef.additem(FQ40KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 40000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 40000 endif if amtOverMaxVendorGold >= 30000 VendorRef.additem(FQ30KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 30000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 30000 endif if amtOverMaxVendorGold >= 20000 VendorRef.additem(FQ20KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 20000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 20000 endif if amtOverMaxVendorGold >= 10000 VendorRef.additem(FQ10KSeptimusNoteSKYRIM, 1, false) VendorRef.removeitem(GoldRef, 10000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 10000 endif if amtOverMaxVendorGold >= 5000 VendorRef.additem(FQ5KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 5000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 5000 endif if amtOverMaxVendorGold >= 4000 VendorRef.additem(FQ4KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 4000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 4000 endif if amtOverMaxVendorGold >= 3000 VendorRef.additem(FQ3KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 3000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 3000 endif if amtOverMaxVendorGold >= 2000 VendorRef.additem(FQ2KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 2000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 2000 endif if amtOverMaxVendorGold >= 1000 VendorRef.additem(FQ1KSeptimusNoteSkyrim, 1, false) VendorRef.removeitem(GoldRef, 1000, false) amtOverMaxVendorGold = amtOverMaxVendorGold - 1000 else Debug.Notification("The amtOverMaxVendorGold is less than 1000 at " + amtOverMaxVendorGold) endif endwhile EndFunction
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