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Merchant Questions


GothGirlDanielle
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I'm making a merchant in Cloud Ruler Temple. This will be a new merchant. Sabine Laud, Chorrol FG, is my template. The merchant will sell some regular items, extra Blade katanas. He will also sell a unique set of weapons. Some questions:

First, I can set him to eat and sleep before selling. He can eat at his anvil, like Sabine. But do I need to put a bed down or assign him a bedroll? Or will he just go to the first avaialble bedroll?

Autocalc will make it so he can't sell to me. So if I want to make him level 6, say, I would make him level 6, autocalc, then turn it off?

A merchant can have more than one container. So I'm using three:

ChestVendorSmithWeapons01

A unqiue chest offering just Blades Katanas (respawns)

A unique chest offering just the unique blades (does not respawn)

I want to use the first one to take advantage of FCOM and other mods changes in that leveled chest. Am I going about it the right way?

Thanks for the help.

~ Dani ~ :bow:

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I added a merchant to Cloud Ruler in RST as well, hope they play nicely together :bow:

The merchant will use any bedroll available, just point him to the barracks end of the Temple. :)

Just set autocalc, make note of the numbers beside each stat, and then enter them manually if you need to after unchecking the autocalc flag. Sounds like you have everything else set on the right track. :)

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1. Beds. The AI will send him to the nearest 'unowned' bed. If there are none nearby, your merchant may end up just about anywhere looking for a bed.

2. I use autocalc to get the default settings for the class/level of my NPC. You can then turn it off if you don't want to use it, but the changed values will still be there.

3. Dont use FCOM and dont know what it is so I cant help with that.

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I added a merchant to Cloud Ruler in RST as well, hope they play nicely together :bow:

The merchant will use any bedroll available, just point him to the barracks end of the Temple. :)

Just set autocalc, make note of the numbers beside each stat, and then enter them manually after unchecking the autocalc flag. Sounds like you have everything else set on the right track. :)

Thank you. ;) What do you mean by "point him to the barracks at the end of the Temple?"

Yes, I hope they placely together, too. :) What's your mod about?

~ Dani ~

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Click the Reclaiming Sancre Tor banner in my sig to see the trailer for my project. :)

By point him to the barracks, I mean on the location tab set the Cloud Ruler West Wing as the location for his sleep package and he'll go there to find an open bed. :yes:

Why was I afraid of that? The, uh, Reclaiming Sancre Tor part. Just 'cause my mod involves Sancre Tor ... too.

Thanks for the tip.

@ WillieSea: Just saw your note. Thanks for the info.

Now I'm thinking ....

~ Dani ~ :)

Edited by GothGirlDanielle
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Why was I afraid of that? The, uh, Reclaiming Sancre Tor part. Just 'cause my mod involves Sancre Tor ... too.

We better pow wow about how your mod affects Sancre Tor, maybe we can avoid incompatibilities. I know RST has a pretty big fan following and they'd love to play both mods together so if we can avoid issues or work out patches they'd be happier. :yes:

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We better pow wow about how your mod affects Sancre Tor, maybe we can avoid incompatibilities. I know RST has a pretty big fan following and they'd love to play both mods together so if we can avoid issues or work out patches they'd be happier. :yes:

Yes, I was thinking about that. The video was extraordinary. Who did the narration? That voice and the music were perfect.

I suppose I could rewrite my mod so that the Sancre Tor element was taken out. The merchant in Cloud Ruler would be a little harder ....

~ Dani ~

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Thank you, WhoGuru did the narration in the video, she's cast in the mod too performing that same character. :)

Sancre Tor is changed significantly in RST, it would be near impossible to add anything to that area and not hit some sort of incompatibility. The merchant in Cloud Ruler may be okay though. I altered the armory cell to add my merchant, opened the second wall to the left of the stairs (if you are facing the blacksmith area; the wall I moved had a single crate in front of it). So long as your merchant is elsewhere in the room, I don't see how it would conflict. :yes:

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Thank you, WhoGuru did the narration in the video, she's cast in the mod too performing that same character. :)

Sancre Tor is changed significantly in RST, it would be near impossible to add anything to that area and not hit some sort of incompatibility. The merchant in Cloud Ruler may be okay though. I altered the armory cell to add my merchant, opened the second wall to the left of the stairs (if you are facing the blacksmith area; the wall I moved had a single crate in front of it). So long as your merchant is elsewhere in the room, I don't see how it would conflict. :yes:

Sigh. Okay, fair enough. My smith is there, essentially, to sell a replica set of StarX's katanas. Perhaps a patch could simply add the Katanas to your merchants inventory?

Mod info.

I was going to place an artifact in Sancre Tor, something related to Reman Cyrodill and starting the quest.

~ Dani ~

Edit: Just curious, did you change all the ownership of the armor and stuff lying around to your merchant? I was thinking about doing that, just because it seems like a bit of a cheat to add a merchant, then let the player sell him all that stuff ...

~ D ~

Edited by GothGirlDanielle
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:) I hope that sigh doesn't mean I've discouraged you. The reality is you can make your mod just how you see fit and just put a conflict note in your readme and call it resolved. At the end of the day, it's not mandatory for everything to be compatible with everything else. :yes:

If you do want to resolve potential conflicts, and that's entirely up to you, I'm happy to give as much info and leeway for your mod as I can promise, please don't feel like I'm telling you what you can or can't do. :)

I'd really hate to see your merchant reduced to an RST patch. I think you should carry on with your plan, our mods combined would make the armory look like a fine bustling merchant corner. As I said, aside from moving a single crate slightly and turning that wall into a doorway, I haven't altered the armory itself so if you stick to the smithy end, or the other side of the room you should be fine....unless you knocked down the same wall? :D

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No, it's not you. It's been a long night. Earlier tonight, I was blasted on the other forum by a guy for suggesting that I might disable the green arrow. His comments just put me in a crappy mood ...

I'll stick my merchant on the smithy end and I can move him later if there's any kind of conflict. My merchant crates are going under the floor, obviously.

What about ownership of the various weapons and stuff?

~ Dani ~ :yes:

Edited by GothGirlDanielle
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Oh well I hate to ruin his day but I'd say about 80% of RST's quests have no compass markers. :)

Don't let people like that get to you, they complain because they can, not necessarily because they have anything of value to add. :yes:

I did not alter ownership of the cell or anything in it. I just made my merchant a Blade in the vanilla Blades faction so you should be fine as long as you do the same for yours. :)

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Oh well I hate to ruin his day but I'd say about 80% of RST's quests have no compass markers. :)

Well, he will tell you IN CAPS how he won't play your mod!! (with exclamation points)

And I was okay with that. It wasn't until he suggested I was fullfilling some macho fantasy .... egghh .... boys.

Don't let people like that get to you, they complain because they can, not necessarily because they have anything of value to add. :yes:

I did not alter ownership of the cell or anything in it. I just made my merchant a Blade in the vanilla Blades faction so you should be fine as long as you do the same for yours. :)

Okay, I was going to claim ownership it the stuff so people couldn't sell it back to me, but I'll just leave it alone. I did forget to make him a member of the Blades ... oops. Okay, that takes care of it.

Thank you so much for your help.

~ Dani ~ :D

Edited by GothGirlDanielle
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