[WIP] Personal Shop

Post » Sat Feb 19, 2011 2:01 am

Download: http://www.tesnexus.com/downloads/file.php?id=31979

Change Log: 0.91 - Moved upstairs door to cover opening, removed line of code used for debug purposes
0.90 - Initial Release

Requirements: Requires OBSE (Oblivion Script Extender) version 0018 which can be found at: http://obse.silverlock.org/

Installation: Install Personal Shop.esp into the Data folder found in your Oblivion Directory

Description: Adds a buyable shop in the IC Waterfront that can be purchased at the Office of Imperial Commerce in the IC Market District. After purchasing the shop, a suitable shopkeeper must be found. Along with offering his own goods, the shopkeeper will also attempt to sell any goods you give to him.

To do list:

  • Find someone to fix shop interior/make it better (or do it myself)
  • More testing (Workaround for sellscript still running while talking to shopkeeper?)
  • More standardized naming of scripts/items/topics created
  • Unique mod name


Done:

  • Quest
  • Dialogue
  • Scripts
  • Better handling of stacks of items
  • Change times to floats and use Days + (Hours/24.0) instead of just days

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Celestine Stardust
 
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Post » Sat Feb 19, 2011 11:31 am

Update #1:

Finished better handling of stack items
Fixed a few bugs
Added more to the To Do list

Update #2:

Changed times to floats
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Sarah MacLeod
 
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Post » Sat Feb 19, 2011 8:52 am

So this will be a consignment shop? I like this idea. I can bring in loot and the shopkeeper will sell it for me and leave my cut in a chest? This gets around the gold limit for selling stuff to a single shop and having to trudge from one shop to the next to get rid of excess inventory. It reminds me of the Thoronir situation at the Copious Coinpurse with the player taking the role of Agromir.
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Ana
 
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Post » Sat Feb 19, 2011 8:08 am

So this will be a consignment shop? I like this idea. I can bring in loot and the shopkeeper will sell it for me and leave my cut in a chest? This gets around the gold limit for selling stuff to a single shop and having to trudge from one shop to the next to get rid of excess inventory. It reminds me of the Thoronir situation at the Copious Coinpurse with the player taking the role of Agromir.


Basically that's how it works. There's a conversation topic for the merchant called "Sell Items" and it will open a chest, anything you put in the chest they will attempt to sell. You can remove items from the chest if they're not sold, however, the longer you leave items in the easier it is to sell the item. To collect the money there is another topic called "Collect Gold". It will only show up if the merchant sold something. The one downside to this method is that you will not level up your mercantile skill and I base the formula for item value around that (50% at 0 mercantile, 85% at 100, ~100% at 200 mercantile (for those of us that use uncapped stats).

Later, I would like to make an .ini so that people can define there own values as they see fit, but I feel that these values are a good starting point
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Lizzie
 
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Post » Fri Feb 18, 2011 10:24 pm

Nice.
I don't think not leveling mercantile is a problem, because after all, you are not doing the hard work of selling stuff yourself.
Can you base the length of time it takes to sell items partially on luck as well as mercantile skill?

I don't want to come in late with suggestions and make you change scripts and such, but would it not be easier to create an actual physical chest rather than a merchants inventory. You add or subtract to the chest and come back later to see if anything sold without actually talking to the merchant every time.
Similar chests exist in the game already (ie Master's chest in Chorrol Fighter's Guild, Captains chest in Dunbarrow add-on, Archmage's ingredients chest, etc) Just a humble suggestion.

I would love to beta test if you need testers.
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Eddie Howe
 
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Post » Sat Feb 19, 2011 10:22 am

I don't think not leveling mercantile is a problem, because after all, you are not doing the hard work of selling stuff yourself.


Well, what he's saying is that if your mercantile skill is lower, you won't make as much money when the shopkeeper sells the stuff you brought in. Not really a problem for me since I don't really use the gold for very much anyway, but it may be an issue for some.
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Penny Wills
 
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Post » Fri Feb 18, 2011 11:47 pm

Actually, what he is saying is that your mercantile skill will not be leveled up (trained, if you will) by transactions as they would in a regular shop.

..., but it may be an issue for some.


You get less for things anywhere you sell them if you have a low mercantile skill.
If it is an issue, then they can sell to the merchant instead of putting items on consignment, or go to a trainer to level up mercantile. I don't see this as a shop you would use all the time or exclusively.
There has to be some downside or this becomes simply a way to turn loot into gold. I see this as an incentive to improve your mercantile skill so you can get better deals.
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Nitol Ahmed
 
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Post » Fri Feb 18, 2011 9:22 pm

Nice.
I don't think not leveling mercantile is a problem, because after all, you are not doing the hard work of selling stuff yourself.
Can you base the length of time it takes to sell items partially on luck as well as mercantile skill?

I don't want to come in late with suggestions and make you change scripts and such, but would it not be easier to create an actual physical chest rather than a merchants inventory. You add or subtract to the chest and come back later to see if anything sold without actually talking to the merchant every time.
Similar chests exist in the game already (ie Master's chest in Chorrol Fighter's Guild, Captains chest in Dunbarrow add-on, Archmage's ingredients chest, etc) Just a humble suggestion.

I would love to beta test if you need testers.


It is a physical chest, it is just opened through dialogue, though you can't directly access it. It is completely different than the merchants chest. I suppose I could just move it into the worldspace and have you store stuff in it, but I prefer the dialogue option.

And about the mercantile, I was just saying that it was a downside as you will not be leveling it up by using this option and the formula I use to determine the items value uses mercantile.

As for the sell chance it is based on Renown (Fame + Infamy), Time, and Value. I used Renown because I felt that it was a more accurate representation of how people would shop at the store than Mercantile. The more famous you are, the more likely people are to come in and buy the items you find while adventuring.
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JAY
 
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Post » Sat Feb 19, 2011 8:50 am

Does anyone know of an easy way to rename Quests or Topics? Or do I just need to create new ones and delete the old ones?
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BrEezy Baby
 
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Post » Fri Feb 18, 2011 10:17 pm

Going to be on vacation until Tuesday, will hopefully have a beta release by next Friday for those of you interested
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Jesus Duran
 
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Post » Sat Feb 19, 2011 4:45 am

Going to be on vacation until Tuesday, will hopefully have a beta release by next Friday for those of you interested


Posted the Beta, link is in first post... I'm aware of some issues, but have been to busy to fix them:

Pathing for the merchant may be glitchy
Opening/Closing of shop may be glitchy
Items may sell if you wait in the shop, but when you talk to the merchant the topic to collect gold does not come up, this is generally due to the script having not completed yet (wait a few moments after resting/waiting and everything should be fine)
Lighting/Shop interior may not be perfect, let me know of any problems

Also this Mod will conflict with anything that modifies the far left end of the waterfront (if you're coming from the IC) as that is where the shop was added
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Nadia Nad
 
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Post » Sat Feb 19, 2011 8:58 am

Updated to 0.91
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Ice Fire
 
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