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Adding vendor chests

General help and troubleshooting.
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Stygs
Posts: 5
Joined: Mon Jul 22, 2013 11:45 am

Adding vendor chests

Post by Stygs » Fri Aug 02, 2013 5:08 pm

I want to add some new items to Moira and the caravans (weapon mods for my custom weapons).


The GECK tutorial said I need to make a new container, put it in VendorChestsCell, make it a PersistenReference (and add a Reference ID) and select the NPC as owner. Seemed simple enough.


However, I tried that and nothing happened (neither the mods or any of the other items from the container showed up), does anyone know what I did wrong? Does it make a difference if I use the NV vendor cell or does the chest have to be in the same cell as the vendor (how would that work for caravans?)


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

You may have to wait three

Post by chucksteel » Fri Aug 02, 2013 5:13 pm

You may have to wait three days or so for the vendors inventory to reset or try to use a clean save to see if it is working.



Stygs
Posts: 5
Joined: Mon Jul 22, 2013 11:45 am

Well, I waiting more than 3

Post by Stygs » Fri Aug 02, 2013 5:17 pm

Well, I waiting more than 3 days and their default inventory had reseted at least once after I installed the mod.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

It needs to be in the vendor

Post by Gribbleshnibit8 » Fri Aug 02, 2013 9:05 pm

It needs to be in the vendor's editor cell, NOT the vendor chest buried cell. So to add stuff to Moira, put the container in the craterside supply cell.



Stygs
Posts: 5
Joined: Mon Jul 22, 2013 11:45 am

So Sydneys container should

Post by Stygs » Fri Aug 02, 2013 10:33 pm

So Sydneys container should be in the National Archives and the ones for the caravans should be in whatever wasteland cell they start?


 


Thanks, I give it a try!



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Well, I'm not sure about

Post by Gribbleshnibit8 » Fri Aug 02, 2013 11:01 pm

Well, I'm not sure about roving vendors. I believe you have to just add it to their inventory. Which is really the most foolproof method, but also the method that causes conflicts and other issues.


You can:




  1. Modify the vendor's container or leveled lists directly, but this will conflict with any other mods that do this, requiring patches either for the mods, or on the user's end before they start their game.


  2. Use a script to add an object straight into a vendor chest, but then when the chest resets, it'll remove that object.


  3. Place a container in the vendor's cell and set them as owner, but that might never respawn depending on how often the player visits that vendor.


  4. Use a script to modify a leveled list, but that has an unfortunate side effect of being permanent (to my knowledge) in that it is saved in the save data. This means that if the mod is removed, empty references get left in the list, and whenever those empty references get selected by the random item selection, nothing will be given, reducing items available. There is no way to undo this method.


You might want to give this page a look if you haven't already.



Stygs
Posts: 5
Joined: Mon Jul 22, 2013 11:45 am

Yes, thats where I got the

Post by Stygs » Fri Aug 02, 2013 11:48 pm

Yes, thats where I got the idea for the containers from ;)


Workes great for vendors that stay in the same cell, but not for caravans, guess I have to edit their containers.



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