Doubts about the system of decoration

Post » Wed Jun 20, 2012 3:15 pm

Hey guys, I have a question I've been trying to solve it for a long time, so far not found then so i gonna post here the doubt, if you know the solution, please, do not hesitate:

I made a new house, I made a character who sells the house key and made them ready to be able to sell decoration items for the house, as in all other homes for sale in Skyrim. That is the problem, how can i make these items, and how can i make to sell them? I tried to find something where is been the Avenicci, in Whiterun, a chest or something the size where he can sell to me, but i not found ... I thought it was script, but found nothing related to it, just the script HousePurchaseScript but hes not show me a lot.

Already did a mod on Breezehome where if you do not buy some decorative items, the mod does not come completely; this is not the problem. The problem is how to make the character sells them.

Please, any solutions? thank you xD
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Alberto Aguilera
 
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Post » Wed Jun 20, 2012 1:34 am

the default script for decorations involves money exchange and toggling an x-marker to enabled. no items are exchanged.

in your home you need to place the decorations and set them to an enable parent (xmarker off to the side somewhere). set the marker to initially disabled. and if any existing decorations should disappear when they purchase the add-on, then they should also be set by the xmarker enable parent, but check the checkbox set opposite of parent
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Danial Zachery
 
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Post » Wed Jun 20, 2012 10:08 am

Yeah, i know this... but who can i do the character appear the messange and sell like this: "You want to buy: The living Room(200 golds)....."
I just want to know the selling system. I did this what you say, but the stuped Avinicci stell say: "You already buy the available decoration of the house..."
BTW, thx for the help xD
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herrade
 
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Post » Wed Jun 20, 2012 5:17 pm

if you are expanding on avinicci's dialogue, you need to edit his dialogues and add your own.

after you add your dialogue branch that offers the new decorations, you need to edit the dialog "you already purchased everything.." etc.

in this dialogue, edit the conditions to include:

GetDisabled NONE == 1 AND
run on reference: your x-marker in the house.


the reason why he is saying you already purchased everything is because all of the vanilla conditions are met (all xmarkers are now enabled). so you need to add an additional condition that is linked to your x-marker
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xx_Jess_xx
 
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Post » Wed Jun 20, 2012 4:44 pm

Hey i have another quest:

I did it BTW, thx xD
Is another problem. I made two spells, in defferents .esp
I put the, for example, Farengar to sell this two spells... but, only show mee one of the spells to sell, the oder is gone; so, i try to
load the other spell first, and what is gone appear and can be sell and the other, what is perfect in the oder test, gone. I don't know
why this is happen, i try everthing here: I try to make another chest, i try to mix the two spells and put them to sell together... but nothing.
Plz... someone knows this problem?
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Bee Baby
 
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Post » Wed Jun 20, 2012 12:55 pm

most likely your esp's are overriding each other.

if they are both editing farengar's merchant inventory chest, only 1 will be able to be active while the other gets overwritten.

instead of editing his chest in your esps, place your spell books in the cell like on a table or shelf or wherever. then edit the ownership of each book to whatever faction farengar's spell merchant faction is (it has to be the same faction that is tied to his merchant chest)

any item that is "owned" by a services faction will automatically appear in that chest (and therefor offered for sale in the game dialogue) even if it is not included physically inside the chest.
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Lynette Wilson
 
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Post » Wed Jun 20, 2012 5:39 am

Hey, i did what you say, like this:
In the book, i go to the tab "Ownership", but the "ServicesWhiterunFarengar" only in the faction (The oder two options is with NONE)
I test, but not work. So i go to the, the same book, tab "Spawn Container" and put the Whiterun Location and the chest of farengar, with
the merchants items and that stuffs... but nothing either

I did something wrong? Sorry for the stuped, but is really difficult to understand this engine.
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Lady Shocka
 
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Post » Wed Jun 20, 2012 2:39 am

also make sure your spell books have keywords:
vendoritembook
vendoritemspelltome
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le GraiN
 
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Post » Wed Jun 20, 2012 9:48 am

Haha, sorry dude... stell not working. Yeah, the book have this keyworlds. Is really boring this kkkkk I want to post some images here to you see better, but seems i don't have permission. Everthing is right, but they insist to not cooperate xD

See if this help now:
I did, in this mod, this objects
- AANightEyeEffect (Is a "Magic Effect")
- AAANightEye (Is the "Spell")
- AAASpellTomeNightEye (The "Book" of the spell, with the keyworlds and everthing)
Have something, in this objects, that i have to put to work? Some exceptions? If not, thx for help me dude, really... you helped me a lot.
If not happens something to work, i gonna make a huge mod with this and others summons, to avoid this problem, thing that indeed i needed to do in the first place xD
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Sarah MacLeod
 
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Post » Wed Jun 20, 2012 6:09 am

yeah, i tried in a new test mod with farengar, but it seems like there is something different about him and it doesn't work

any other merchant it works (i've done this before), but for some reason it wont work with him.

if you plan on making a huge mod with multiple spells across multiple esp's, you may consider making a master file esm, and have all the esp's set to dependency on the esm.

in your esm file you would edit the container and add several blank level lists. for each esp, do not edit the container, just edit a level list per esp you need.


example:

on master esm - added 10 level lists (LitemCustomSpellTome01 through 10) to farengars chest

on one esp - edit LitemCustomSpellTome01 add your spells in it.

on your other esp - edit LitemCustomSpellTome02 and your spells in it.


this would be the easiest way to get multiple esp's to not conflict with the same merchant chest. the downside to this is if someone edits farengars chest in another mod it will overwrite your mod (especially if it is done on a esp, since all esps load after esms)

if you can get away with putting everything into 1 esp file, that would be simpler and easier, but if you have to use many different esp's i suggest you make 1 master


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Sammygirl
 
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Post » Wed Jun 20, 2012 6:06 am

Hey, is a good idea! But, sorry for these, how can i make a esm? Is not a Master file? When i save, will save with esp extension... I find esm in the Creation, the Update.esm and Skyrim.esm, that you mentioned? I never see this before, only work with esp. But, thx for the solution, i really gonna used! For real xD
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Cameron Wood
 
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Post » Wed Jun 20, 2012 6:52 am

to make an esm in the CK:

first start making the base mod as usual with esp and edit the chests you will need. create as many blank level list objects you think you will need and then some (its always better to have extra than run out)

add all your level lists to the chests and save your esp. close the CK


find the new esp in your data folder and manually change the file extension to .esm (this creates a "fake" esm)

open the CK and select the fake esm file (note it will still think the file is a esp).

once everything has loaded, hit the save button and close the CK

reopen the CK and now you will notice the esm is a true master file.


continuing to mod with the new master file:

every time you edit your esps for your spells, make sure you have BOTH skyrim esm and your esm checked and set your esp to active file. you will have to do this for all your esps you want to include in this project

with your esp active do a search for the level lists you created in the esm, and edit only the ones for that esp. dont edit the same level list on other esps and make sure none of your esp data is overlapping (none editing the same records)



and as i mentioned before, since your chest edit is done on the esm, any other mod that uses an esp to edit the same chest will override the chest and "knock out" ALL of your level lists from the chest.

it would be better to create a new NPC merchant in the esm file to sell your spells, that way no other mod will be able to overwrite it.
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Claire
 
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Post » Wed Jun 20, 2012 12:44 pm

Is was brilliant. Thanks a lot dude! Very good. And when I need to post this modification completely and in a single mod, as I do?

Very good indeed, I'll start making it right now xD
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The Time Car
 
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Post » Wed Jun 20, 2012 2:17 am

if you are going to release the esp's separately, you will have to note to people that they need to download the esm first.
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Soraya Davy
 
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Post » Wed Jun 20, 2012 2:47 am

Thx dude, really. Great helper, carry on!
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Veronica Martinez
 
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