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I, like most people, dislike the fact the not too many merchants have a sufficiant ammount of money. there for i whis to mek a merchant of my own. now i don't want to download someone's merchant because i want to customize it myself.
But my question is... How do you get the Damn merchants to barter?!?!?
i've tryed all i know. and ive searched the forum already. plzz help me
-------------------- Guns don't kill people, Monkyes with guns kill people!!!
O===)(;:;:;:;:;:;> <:;:;:;:;:;::)(===O
mmm... daggers...
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Kieve
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Disciple
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Reged: 09/27/03
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Posts: 1224
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Loc: Dunno, too busy trying to escape it.
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We're going to assume your merchant is an NPC here, but creatures (like the talking mudcarb...er, crab, and Creeper) can also do this.
Open your merchant and click their "AI" button near the bottom of their menu. There should be two tabs at the top of the new AI menu- I forget what they're called, but click on the second one, towards the right. You should see a host of options, mostly what the merchant will barter with (weapons, goblets, etc.). You can also set the amount of gold they have to barter with.
Have fun!
-------------------- From The Void
Screenshots
Ngavkis Island
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DinkumThinkum
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Diviner
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Reged: 09/20/01
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Posts: 4729
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Loc: Luna Penal Colony
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Quote:
I, like most people, dislike the fact the not too many merchants have a sufficiant ammount of money. there for i whis to mek a merchant of my own. now i don't want to download someone's merchant because i want to customize it myself.
But my question is... How do you get the Damn merchants to barter?!?!?
i've tryed all i know. and ive searched the forum already. plzz help me
This really belongs in the Construction Set forum.
Here are my generic tips on NPCs and merchants: what you need is in here...
NPCs are fairly self-explanatory when you look at their properties. See the Construction Set's Help file for explanations of what the various settings are. And look at existing NPCs in the editor that you've already dealt with in the game; that's an excellent way to figure out how things work in the Construction Set.
Things that aren't too obvious (i.e., very common questions here):
1. If you need to change any grayed out boxes on the 'Services' tab, disable 'Auto Calculate Stats' on the NPC's main properties screen.
2. To put things in an NPC's inventory, drag and drop it to their inventory list (just like putting things in a container).
3. To edit their AI, double-click on the package you want to change. If you want them to stay in one place and not wander around, set their 'wander' distance to 0.
4. What armor and weapons an NPC uses depends on what their best skills are. For example: if an NPC's Unarmored skill is higher than any of their other armor skills, they won't wear armor that you give them.
For specific NPC properties that you're not sure about, try a search on the Construction Set forum; a lot of questions have been asked and answered many times before.
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For Dialogue:
1. See the 'Comprehensive Dialogue' thread pinned at the top of the "General TES Construction Set" forum.
2. See Srikandi's excellent tutorial, at:
http://members.cox.net/srikandi/
3. See Scripting for Dummies (5th edition is most recent), which should be available on most major mod download sites. That has some information on Dialogue, and is the primary reference for the script commands, variables, etc. that you can use in the Dialogue window.
4. See the Construction Set Help file.
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To make a merchant sell items:
Step 1:
You can put them in his inventory (drag and drop them into his inventory, just like adding items to a container).
You can put them in a container (in the same cell) that the merchant owns.
You can leave them out in the open, in the same cell, and set their ownership to the merchant.
Note that if the merchant is already in your saved game, items added to his inventory by a mod won't show up in the game. Putting them in a NEW container or setting them out in the same cell will still work.
Step 2:
Go to the merchant's AI/services tab and enable buying/selling the type of items you want them to sell. (If the boxes are greyed out, turn off auto-calc on the merchant's main properties page).
-------------------- How to avoid the most common problem encountered by new modders: Dirty Saves: Causes and Cures
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Yes this is all very helpful but... it's not helping...
i create a person, give him a few items (clothes, a weapon, ect) and selected prettymuch all the bartering tabs (sell clothing, weapons, ect) i put him in the world, usualy balmora or mournhold, and when i talk to him he doesn't have the bartering, repairing, spells, enchantment, ect options.
i thought it may have been my computer so i tryed it on a freind's and the same thing happend. What, is it me??
-------------------- Guns don't kill people, Monkyes with guns kill people!!!
O===)(;:;:;:;:;:;> <:;:;:;:;:;::)(===O
mmm... daggers...
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Kieve
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Disciple
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Reged: 09/27/03
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Posts: 1224
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Loc: Dunno, too busy trying to escape it.
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Use the container option- have him own a container, put stuff IN the container, and try again. He should be able to barter with what's in the container, if not necessarily what's in his inventory.
-------------------- From The Void
Screenshots
Ngavkis Island
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well i basicaly just want him to sell all my expensive stuff.
well i guss i'll just fool around with it alittle more.
-------------------- Guns don't kill people, Monkyes with guns kill people!!!
O===)(;:;:;:;:;:;> <:;:;:;:;:;::)(===O
mmm... daggers...
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DinkumThinkum
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Diviner
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Reged: 09/20/01
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Posts: 4729
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Loc: Luna Penal Colony
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Quote:
Yes this is all very helpful but... it's not helping...
i create a person, give him a few items (clothes, a weapon, ect) and selected prettymuch all the bartering tabs (sell clothing, weapons, ect) i put him in the world, usualy balmora or mournhold, and when i talk to him he doesn't have the bartering, repairing, spells, enchantment, ect options.
i thought it may have been my computer so i tryed it on a freind's and the same thing happend. What, is it me??
1. Did you remember to click the 'Save' button on both settings pages for the NPC? I.e., on the AI page and on the main NPC data page?
2. Before you left the Construction Set to try the merchant in the game, did you double-check the NPC's data to make sure your settings were actually there?
3. Did you remember to save your changes to the .esp file before you tested in the game?
4. Are you testing with a save game made before you first enabled this mod?
Something like this is very very unlikely to be a computer problem. Most likely you're overlooking something.
-------------------- How to avoid the most common problem encountered by new modders: Dirty Saves: Causes and Cures
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Bjork
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Adept
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Reged: 07/24/03
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Posts: 267
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Loc: hell. But sometimes thirsk. They're mead is good. You should try it some day.
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actually i had this problem too. The merchants dont....well....sell. They just represent the "hard working" peoples of the city.
You actually gotta make the npc an armorer or something.... or you could make a class that buys/sells.
-------------------- muffin
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DinkumThinkum
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Diviner
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Reged: 09/20/01
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Loc: Luna Penal Colony
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Quote:
actually i had this problem too. The merchants dont....well....sell. They just represent the "hard working" peoples of the city.
You actually gotta make the npc an armorer or something.... or you could make a class that buys/sells.
Sorry, but no.
My post above explains how to make an NPC buy and sell items. It works for merchants just like it does for any other class of NPC.
-------------------- How to avoid the most common problem encountered by new modders: Dirty Saves: Causes and Cures
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Srikandi
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Master
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Reged: 03/16/02
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The problem could be the famous "dirty save"...
try visiting your merchant with a brand-new character or one who hasn't been in the cell with the merchant before.
-------------------- Srikandi's Morrowind: my mods, TESCS Item Index, tutorials
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thanks for the replys, and i tryed DinkumThinkum's sugestion and it worked, just make a barrel whith some stuff in it and make him/ her ow it and VIOLA!!
-------------------- Guns don't kill people, Monkyes with guns kill people!!!
O===)(;:;:;:;:;:;> <:;:;:;:;:;::)(===O
mmm... daggers...
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