Is it possible to vary vendor price based on item type?

Post » Tue Jul 20, 2010 7:38 am

Hi,

I would like to make a vendor that has a normal stock of all kinds of things, sets prices determined on standings with player, barter skills etc, but the price is 30% extra for food items (there is a food shortage).

Edit: To clarify
I want one merchant that has a higher price on food items than other merchants in the game.
I do not want food to be more expensive everywhere.

I am not asking for a complete solution, just that before I spend hours digging in the GECK I would like to check if anyone already tried this and found out its impossible.

Thank you for your time,
The Nonsense Factory
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BethanyRhain
 
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Post » Mon Jul 19, 2010 10:16 pm

I believe that the price is set on a per item basis. You would end up going through all the food items and adjusting their price in the GECK.
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Sarah Evason
 
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Post » Mon Jul 19, 2010 9:11 pm

I believe that the price is set on a per item basis. You would end up going through all the food items and adjusting their price in the GECK.
I think I may have been unclear in what I am looking for.
I want one merchant that has a higher price on food items than other merchants in the game.
I do not want food to be more expensive everywhere.

English is not my first language :embarrass: I will also edit OP to clarify.

Regards,
The Nonsense Factory
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Kirsty Collins
 
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Post » Mon Jul 19, 2010 7:34 pm

You would then have to change the values of those items prior to entering the batermenu of the vendor, then change them back to normal after leaving the bartermenu of the vendor. There is no way of setting the values of items to be different for a single vendor other than what i have described.
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Batricia Alele
 
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Post » Tue Jul 20, 2010 9:31 am

You would then have to change the values of those items prior to entering the batermenu of the vendor, then change them back to normal after leaving the bartermenu of the vendor. There is no way of setting the values of items to be different for a single vendor other than what i have described.
Thank you for your definitive answer, even if it is bad news.

Would it be possible to have a clone of the merchant that only deals in food, and that has high barter and/or low disposition to the player?

And then perhaps access that merchant's trade window from a conversation option or something?

The "real" merchant would then deal in everything *except* food, but have a conversation option "I have food to sell / I want to buy food" that would trigger the food-trading clone's barter menu.

I am just desperately throwing out ideas here :D

Regards,
The Nonsense Factory
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louise tagg
 
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Post » Mon Jul 19, 2010 8:53 pm

You scould try attaching a script to an Item that affects food prices as long as the PC is in the same cell as the item. Them make sure to hide the item in a wall or something so that it doesn't get picked up and leave the store.
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Bethany Short
 
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Post » Tue Jul 20, 2010 7:10 am

You scould try attaching a script to an Item that affects food prices as long as the PC is in the same cell as the item. Them make sure to hide the item in a wall or something so that it doesn't get picked up and leave the store.
Thats an interesting angle, the scripting doesn't have to be on the actual merchant to have effect. I didn't think of that. But would it not be the same pkleiss's solution? That is, I would have to script a value change for each and every item that is "food" ? And then reverse that when the player leaves the cell?

Regards,
The Nonsense Factory
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Undisclosed Desires
 
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Post » Mon Jul 19, 2010 10:06 pm

There is a command called GetInSameCell you could attach to the object, this will cause the increase food price script to only fire while the player is in the same cell as the token object. Now getting the price to change via script might be tricky, I seem to remember that there was a FOSE command that would adjust base prices but it didn't work on food or chems.
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helliehexx
 
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