Difference between revisions of "Adding Sellable Items To Merchant NPC"

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You also need to give the NPC an AI Package with "Offers Services" checked. Usually you can simply pick the predefined package "aaaServicesEditorLocLockAtEnd".
You also need to give the NPC an AI Package with "Offers Services" checked. Usually you can simply pick the predefined package "aaaServicesEditorLocLockAtEnd".


Once you've set this, the NPC will sell everything he '''owns''' and hasn't equipped yet.


'''Selling:'''


- Objects from his inventory
Once you've set the AI, the NPC will sell everything he '''owns''' and hasn't equipped yet.


- Objects from a container he owns
An Object's ownership is inherited by the container or cell it is in. So a merchant will sell:


- Objects in the current cell when he owns the cell, and the objects don't belong to someone else
* Items from his ''inventory''.


- Objects from containers in the current cell when he owns it and the containers don't belong to someone else
* Items in the current cell when he ''owns'' the ''items''.


''(To set up cell-ownership go to the right-click on the cell in the "cell"-window, choose Edit...Interior Data)''
* Items in the current cell when he ''owns'' the ''cell'', and the items don't belong to someone else.


* Items from any ''container'' he ''owns'' that is in the current cell.
* Items from any ''container'' in the current cell when he ''owns'' the ''cell'' and the container doesn't belong to someone else.
'''Buying:'''


Everything a NPC '''buys''' will either go to the "Merchant Container" you've associated in the NPC's reference-window, or to his inventory when he doesn't have a container. (Which will cause them to equip good stuff like in Morrowind)  
Everything a NPC '''buys''' will either go to the "Merchant Container" you've associated in the NPC's reference-window, or to his inventory when he doesn't have a container. (Which will cause them to equip good stuff like in Morrowind)  


''(To associate a container with a merchant, double click the container in the render window, then adjust the settings on the ownership tab appropriately.  Then, edit your merchant in the render window by double clicking him or her, and adjust the settings on the Merchant Container tab appropriately.  Note that the container should be marked as a persistant reference, and is generally kept outside of the playable area, so that players cannot steal back stuff they just sold to the merchant.  You can also, instead of double clicking on the merchant and container in the render window, find them in the Objects list of the Cell View window, then right click them, and select edit.)''




'''private stuff:'''
'''Private stuff:'''


There are two ways to prevent a npc from selling stuff (Like the family-shield on the wall of an armorer's shop):
There are two ways to prevent a npc from selling stuff (Like the family-shield on the wall of an armorer's shop):


# Don't set the cell to be owned by the NPC, and give him explicit ownership for each object he should sell.
# Choose another owner for the objects that the NPC doesn't want to sell. (e.g. the Faction "Generic Owner")
'''Fences:'''


1. Don't set the cell to be owned by the NPC, and give him explicit ownership for each object he should sell.
To have the merchant buy stolen goods, you need to set his "Responsibility" AI-setting to 30 or lower.


2. Choose another owner for the objects that the NPC doesn't want to sell.


----


'''fences:'''
'''Notes:'''
 
*To set up cell-ownership go to the right-click on the cell in the "cell"-window, choose Edit...Interior Data.
 
*To associate a container with a merchant, double click the container in the render window, then adjust the settings on the ownership tab appropriately.  Then, edit your merchant in the render window by double clicking him or her, and adjust the settings on the Merchant Container tab appropriately.  Note that the container should be marked as a persistant reference, and is generally kept outside of the playable area, so that players cannot steal back stuff they just sold to the merchant.  You can also, instead of double clicking on the merchant and container in the render window, find them in the Objects list of the Cell View window, then right click them, and select edit.


To have the merchant buy stolen goods, you need to set his "Responsibility" AI-setting to 30 or lower.


[[Category:Solutions]]
[[Category:Solutions]]
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