Modded Merchant NPC

Post » Sat May 28, 2011 6:38 am

Basically, I'm learning to use the CS, as I'm new to modding, utilizing what information I can find (thus far). I've created an NPC, who is a merchant, and has his own container for the majority of his inventory (there's too much of it to place it all on him, and he doesn't have a shop of his own to place it in), and placed both in the game (in Seyda Neen). The container is inside Arrille's Tradehouse, and the merchant is outside wandering around like most of the other NPCs in Seyda Neen. Now, I've given him ownership of the container, that was easy, but how do I make it so the items in the container show up in his inventory when I play the game and barter with him? Does the distance between he and the container have anything to do with it? Is there any scripting necessary?

Thank you in advance.
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Jennie Skeletons
 
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Post » Fri May 27, 2011 7:18 pm

The NPC needs to be in the same cell as the container.
The container also needs to be within the AI Radius of the NPC, but that usually isn't a problem unless the container is all the way on the other side of the cell.

Remember, you can hide the container anywhere you like (so that the Player cannot see/find it) but the NPC will still have access to it.
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Rude Gurl
 
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Post » Sat May 28, 2011 3:12 am

first off, you'll want to put the container in the same cell as the merchant, so either move the container outside, or the merchant inside.

second, you'll want to make sure the merchant will buy and sell that type of item, by clicking on the "AI" button on the NPC properties. you wont be able to customize this unless you uncheck "auto-generate stats"

third, always good to see another transfan around =D

let me know how it turns out.

edit, pluto ninja'd me =D
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Jake Easom
 
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Post » Fri May 27, 2011 8:30 pm

Oh, that's a simple fix then. I guess I can put it under the stairs to the tradehouse like I originally thought of doing. See the reason I put the container in Arrille's in the first place was because I plan on expanding upon what I've already done, adding dialogue and whatnot, some of which pertains to my merchant's deal with Arrille to store the container in his tradehouse in exchange for basically being a walking deterent for "unsavory types" in Seyda Neen (my merchant also happens to be a big, scary True Orsimer* with some serious stats & equipment). I can suppose I can still go with that if I move my merchant to inside the tradehouse instead of moving the container to under the stairs.

Thank you for the help, and might I add that was quicker than I'd expected. :)

second, you'll want to make sure the merchant will buy and sell that type of item, by clicking on the "AI" button on the NPC properties. you wont be able to customize this unless you uncheck "auto-generate stats"


I did that already, it was easy enough to figure out. :)

third, always good to see another transfan around =D

let me know how it turns out.


I have summoned you here for a purpose. ;)

Success! I moved him into Arrille's tradehouse, and the container into Arrille's locked supply room, and now my guy sells everything I put in there. Thanks you. :)
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Robert Bindley
 
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Post » Fri May 27, 2011 11:39 pm

Oh, that's a simple fix then. I guess I can put it under the stairs to the tradehouse like I originally thought of doing. See the reason I put the container in Arrille's in the first place was because I plan on expanding upon what I've already done, adding dialogue and whatnot, some of which pertains to my merchant's deal with Arrille to store the container in his tradehouse in exchange for basically being a walking deterent for "unsavory types" in Seyda Neen (my merchant also happens to be a big, scary True Orsimer* with some serious stats & equipment). I can suppose I can still go with that if I move my merchant to inside the tradehouse instead of moving the container to under the stairs.

Thank you for the help, and might I add that was quicker than I'd expected. :)

quicker than what's usual around here, it seems to me.

as for moving indoors, that's not too hard to script. just make copies of your items with a different name (ie: if the chest is RAK_merch_chest, change it to RAK_merch_chest_1, and make a copy, naming it RAK_merch_chest_2) place one inside, with a script attached that disables it, add journal indexes for the events, disable the exterior chest, and enable the interior when a certain journal entry is reached.

all in all, not too tough, perhaps a bit tedious though.
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Melung Chan
 
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Post » Fri May 27, 2011 7:29 pm

Ugh. Today was just full of problems. I was testing out how lethal he could be by starting a new file and taunting him into attacking me (which was a task and a half thanks to the 100s I gave him in Personality and Speechcraft), and he never manages to hit me once. And my character did not have high luck or agility, and he has 100 Axe. I'm wondering if the weapon I gave him has anything to do with it, since appearance-wise it's a Nordic Silver Battle-Axe, which is normally two-handed, but his is one-handed, so that he can wield a shield as well.

I was also able to talk to him while in combat, but I'm sure that's because I haven't fiddled with the dialogue aspect of him yet.

Any ideas what could be causing this problem?
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Phillip Brunyee
 
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Post » Sat May 28, 2011 8:28 am

happen to have god mode toggled on?

also, the weapon class is axe, yes?

dont bother taunting next time, open console, click your NPC and give the command
StartCombat, "Player"

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Connor Wing
 
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Post » Sat May 28, 2011 4:46 am

I did have god mode on, but I've had it on before and it didn't keep things like werewolves from at least hitting me. I may have screwed up when I altered the specs to his weapon, I'll have to examine that.

Thanks for the console command tip, I'll remember to use that next time. Although when I taunted him, I was also testing to see how difficult I had made it to do so, from setting his Speechcraft and Personality fairly high.
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Nice one
 
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