Adding Sellable Items To Merchant NPC

Revision as of 13:09, 24 April 2006 by imported>JOG (Needs offers services, of course...)

First, uncheck the "auto calc stats" if the NPC is not a merchant already - as long as the checkbox is checked, the AI window will have the "buys/sells" area disabled. Then you set the NPC's AI-Settings to buy/sell what you intend to. (An Alchemist isn't very likely to buy or sell armor...) You can also choose one of the predefined merchant-classes instead.

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.


- Objects from his inventory

- Objects from a container he owns

- Objects in the current cell when he owns the cell, and the objects don't belong to someone else

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

(To set up cell-ownership go to the right-click on the cell in the "cell"-window, choose Edit...Interior Data)


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:

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


1. Don't set the cell to be owned by the NPC, and give him explicit ownership for each object he should sell.

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


fences:

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