Merchants actually selling their wares

Post » Fri Jan 07, 2011 3:33 am

So i just arrived at Mojave Outpost and i went to the bar. I wanted to buy some food and water, and jolly golly, theres a lot of purified water and plenty of maize on the shelves! Oh wow, look at that Nuka-Cola Quartz!
So i open the trade window to find out the bartender is not selling any food and the Nuka-Cola's are not for sale either. She does have purified water, but there are 6 on the shelves and she's only selling 5..
-edit- i walked further down the building and theres a LOT of food in there, pork 'n beans, blamco mac & cheese, yeast, flour, grilled mantis, buffalo gourd seeds. But none of it for sale! *cries*

So could a mod be able to make something like dynamic shelves? All the stuff on the shelves can be bought, and when you buy it it gets removed from the shelves until the merchant gets more stuff.
-edit2- Looks like a restaurant in there, why cant they make something good for me?
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Thu Jan 06, 2011 10:55 pm

It would be cool. I've actually wondered why they show you items on shelves but you can't buy them. Doesn't really make sense, but I think a script would be required if you bought something and then it disappears off the shelves.
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Fri Jan 07, 2011 5:58 am

To do this would require either an immensly insane ammount of scripting, or for them to work it into the game engine in the next fallout. So I dont think it will happen for a while.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Fri Jan 07, 2011 3:20 am

Perhaps not. Oblivion NPCs used to sell gear in their sell down as being owned by them specifically. I bet the stuff on the shelves is currently down as being owned by whatever faction they're in- just change that and it could work.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Thu Jan 06, 2011 6:41 pm

yes a merchant overhaul would be awesome.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Thu Jan 06, 2011 4:00 pm

Perhaps not. Oblivion NPCs used to sell gear in their sell down as being owned by them specifically. I bet the stuff on the shelves is currently down as being owned by whatever faction they're in- just change that and it could work.

Oh really? Very interesting...

So I guess they will sell you the shirt off their own back.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Thu Jan 06, 2011 10:57 pm

To do this would require either an immensly insane ammount of scripting, or for them to work it into the game engine in the next fallout. So I dont think it will happen for a while.


Err

Couldn't a modder just write down the names of all the items on display, and add that to the vendor list? Why would it take an insane amount of scripting?
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Thu Jan 06, 2011 6:12 pm

To do this would require either an immensly insane ammount of scripting, or for them to work it into the game engine in the next fallout. So I dont think it will happen for a while.


Err, I can't tell if you're trolling or not, because..

Perhaps not. Oblivion NPCs used to sell gear in their sell down as being owned by them specifically. I bet the stuff on the shelves is currently down as being owned by whatever faction they're in- just change that and it could work.


This. All you had to do for Oblivion was set the item's ownership to the NPC you wanted to sell it.. The reason the items are there but set to be owned by someone/something other than the merchant for aesthetics. Meaning Bethesda didn't want the merchant to sell the item and put it there as clutter pretty much.

Even if this method doesn't work in New Vegas (I don't see any reason it wouldn't..) you could just add the same item to the vendor's list rather than setting the one on the shelf to be used.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Post » Thu Jan 06, 2011 9:57 pm

Perhaps not. Oblivion NPCs used to sell gear in their sell down as being owned by them specifically. I bet the stuff on the shelves is currently down as being owned by whatever faction they're in- just change that and it could work.


This definitely worked for FO3, and If I recall correctly, the added bonous here is that vendors could actually sell items 'on display' such that these items are removed once they are purchased.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Post » Fri Jan 07, 2011 5:35 am

Some snarky posts have been removed. Play nice. :P
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Fri Jan 07, 2011 4:05 am

this bothered me too, is anyone working on it? if its as simple as some of you say i might give it ago.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Fri Jan 07, 2011 5:24 am

this bothered me too, is anyone working on it? if its as simple as some of you say i might give it ago.



This annoyed me so damn much, I really wanted to buy all those nice guns at Silver Rush but I couldn't...
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Thu Jan 06, 2011 8:29 pm

Yup, same here.

Activating a Stealth Boy and then stealing everything works marvelously for getting that stuff, though. :D
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Fri Jan 07, 2011 6:03 am

Mark my words, comrades, It'll come in TES V...if not, Fallout 4 :disguise:
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Fri Jan 07, 2011 4:24 am

Activating a Stealth Boy and then stealing everything works marvelously for getting that stuff, though. :D


Yea but that gives a whole lot of negative karma, i just want to buy it, not steal it. Part of the roleplaying you see.

From reading all comments im sure its possible to do, so I hope someone will work on this. But i think it will be a rather time-consuming job, am i right?

Same as for most mods, i respect people that spend time to make mods i can use. I wish i could help but i really have no experience in modding. :facepalm:
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Fri Jan 07, 2011 3:29 am

Couldn't a modder just write down the names of all the items on display, and add that to the vendor list? Why would it take an insane amount of scripting?

They could, but then the items lying around the store would still be there even if you bought all of them from the vendor.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Fri Jan 07, 2011 6:58 am

They could, but then the items lying around the store would still be there even if you bought all of them from the vendor.


What if you would buy the item, but do not receive it yet. Instead the steal tag will be removed and you can pick it up yourself?
There probably isnt a steal tag but then ownership could be changed to you or noone.
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Thu Jan 06, 2011 5:30 pm

What if you would buy the item, but do not receive it yet. Instead the steal tag will be removed and you can pick it up yourself?
There probably isnt a steal tag but then ownership could be changed to you or noone.

It would need to change ownership to "player" - unless the cell itself is set to unowned. But most indoor cells are set that they are owned by the faction as a whole, so any unmarked items in GECK inherit that ownership.

Not sure if you can change ownership of placed RefIDs on the fly, I believe the way things were handled in Oblivion and Fallout 3 was that the player would be added to the faction list. (For instance, early on the guilds in Oblivion would not give you anything, but later you could take items as you gained ranks within the mage guild.)
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Fri Jan 07, 2011 12:03 am

SetOwnership would fit the bill. The downside is every single one of the weapons out on the counter would need to be a persistent reference, and the shopkeeper would have to sell a 'fake weapon' for each that removed itself from the player's inventory when they bought it, and called WhateverRef.SetOwnership. Which is quite a lot of work to go through, really.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Post » Fri Jan 07, 2011 5:14 am

What talkie mentioned before is right about them being owned by the faction. I've started moving through merchants changing them to be owned by them instead of either the faction(or in some cases another random person). And kinda got side tracked by playing. But in a lot of cases you'd see vendor sell lists increase by 50-200%.
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Thu Jan 06, 2011 8:05 pm

SetOwnership would fit the bill. The downside is every single one of the weapons out on the counter would need to be a persistent reference, and the shopkeeper would have to sell a 'fake weapon' for each that removed itself from the player's inventory when they bought it, and called WhateverRef.SetOwnership. Which is quite a lot of work to go through, really.

I'm not sure I understand the persistent reference tidbit here - unless you're talking about things that are put in a closed case that you cannot access and are not actually the "item itself" but just the mesh placed there?


Either way, the concept of having things visible/stealable, yet also in a vendor's sell list, is already in... well, vanilla FO3 anyhow. While I haven't encountered it in NV, I recall seeing it in multiple places in FO3 --- although the only one that I can specifically remember right now is the scrap metal that Karl (of the family) has. When you're facing him at his counter, behind you over your right shoulder - there in the chest freezer are 22 scrap metal, which also happen to be in Karl's vendor list. Steal them, and they're not on his list anymore. Alternatively, buy them, and turn around to find them gone.
User avatar
Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Fri Jan 07, 2011 1:15 am

I'm a bit vague on the persistent reference too. In the various quest scripts that I've written, persistent or not seemed to make no difference as to whether I could refer to the EditorID (the human readable name that you can enter in the Cell window) in a script. The only time I had to use a persistent flag was in my Random Extra Traps mod where I was creating links between placed objects.

Cipscis' page really doesn't explain it well either, nor does the GECK wiki:
http://www.cipscis.com/fallout/tutorials/beginners.aspx
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Fri Jan 07, 2011 7:39 am

They could, but then the items lying around the store would still be there even if you bought all of them from the vendor.


Well, better than nothing really. I didn't steal every item I saw, but I would've liked to buy them (kind of like the Silver Rush guns as someone mentioned)
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Thu Jan 06, 2011 6:04 pm

Slightly off topic, but related to vendors and their lists of things to sell. In FO3, there was a container of some kind in the vendor's store/stall that contained all the items they had for sale (or at least some). When you killed the vendor, this container had some items added (or removed, I forget which) by a script, so that when the player looted the key from the vendor and opened the container, they would get many of the items the vendor had, but not all of them.

I mention this because (from my little bit of playing) these real world containers don't exist. The vendors just sell from their hidden vendor chests, and all the stuff they have just evaporates or something when they die. This needs to be fixed. I might undertake it here when I finish a few of my current projects. But if someone (preferably someone who knows what they're doing) would do this, it would be awesome.
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Thu Jan 06, 2011 9:18 pm

Gribbleshnibit8,
I dont really think you should be able to loot everything the vendor sells after you kill him, although its unrealistic. I think it would be rather unbalanced as some vendors have heaps of stuff that would make you rich easily.
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Next

Return to Fallout: New Vegas