Talk:My First Shop
Featured Nomination Discussion[edit source]
I think this article should be featured because it was very helpful to me and I am sure it was helpful to others in creating a shop and shop owner that works. Apocalypsefu 23:28, 23 December 2008 (EST)
- Not a bad call, I'll review it.
- Unfortunately, we don't really have enough members who actually vote to do things very democratically. All of the featured articles we currently have were chosen by Qazaaq when he designed the portals, and there haven't been any new features since.
- Dragoon Wraith TALK 00:06, 24 December 2008 (EST)
- It doesn't have to be a vote. It's not necessary that only the very best articles are featured. I think of it more as a way to point people to useful content. Of course it has to be of certain quality, but I think this is good enough. We could feature it this on the Main Page instead of the Basic NPC Creation Tutorial or replace the Using Kits and Navigating the Render Window in the Building and Editing section.
- --Qazaaq 16:46, 24 December 2008 (EST)
Signs![edit source]
I have been trying to find a blank sigh template or domething that allows me to modify them! How do the advanced modders do this? I have tried even Photoshop! --Ptowery 19:24, 23 March 2009 (EDT)
Generic Owner[edit source]
I have two questions about the GenericOwner faction:
- Why use it instead of using the "real" owner? I see this done in a lot of different shops and the like, but I can't find any explanation anywhere on the web, including this tutorial (which tells you explicitly to use one or the other, but not why) as to what the benefit of this is.
- How is it controlled? Is this hard-coded into Oblivion or is there something in the CS somewhere that I haven't found yet that says "everyone's in this" or whatever?
Thanks everyone! --RobinHood70 02:43, 7 April 2009 (EDT)
- I'm beginning to think that GenericOwner is partially broken. It seems not to make a difference when it's used on doors that transition from one cell to another, but on doors that are entirely internal, nobody can open them.
- Take Varon Vamori, for instance, in BravilVaronVamorisHouse. He was trapped inside his bedroom, which of course made me wonder what was going on. As soon as I changed ownership of his bedroom door from GenericOwner to VaronVamori, out he came. --RobinHood70 20:44, 12 May 2009 (EDT)
- Or is that the entire point of GenericOwner? To have things that nobody owns (but not the same as unowned)? I'm beginning to think so...though that still doesn't explain why people seem to be able to use GenericOwner doors that teleport from one cell to another. --RobinHood70 01:48, 14 May 2009 (EDT)
I'm having a problem[edit source]
I have my shop and all but when i come to AI it won't let me buy/sell stuff! can somebody please help? --Oblivious12123 08:32, 30 August 2009 (EDT)
Do you mean in-game? I had that problem too at first, just make sure the offer services-box is checked during the activity (e.g. eating) in the CS --Dwarfmp 09:26, 23 September 2009 (EDT)
I am also having that problem, the boxes for Buy/sell in the AI is faded out! I have made an Offer Service Packages and it still don't work! Please help me someone! --yeahmy
Yea, i had this problem to. Just take off auto Calc stats for Character in last section and it will work. I dont know why the two things are connected
Thanks, that helped! :D --yeahmy
But now I have a new problem, I wonder how you make the shop-owner to sell spells to? Do you put the spells to the spell list when creating the character? --yeahmy
Unnecessary instructions[edit source]
At least two of the instructions in this page are not necessary:
- "give [your merchant's chest] a unique reference ID (eg. JGMyFirstShopMerchantChestREF)"
- "go to the Merchant Container tab and then select your cell in the Cell drop box, and then your chest in the Reference drop box."
Neither of these steps are required, and numerous merchants even in the vanilla game data have neither of these things set. Same also goes for personal or faction ownership of the building, doors, and bed. If there's a chest they own in the cell, and the cell is public or has a generic owner, and the merchant is coded properly as merchant class of some kind and not an auto-calc combatant, they'll sell. They'll also open/lock unowned or generic owner doors, and use beds of that sort, too, since that's how many of them are set up in Oblivion.esm.
It appears to be harmless to take all these extra steps (I just tried, and the resulting merchants and chest work fine), but we maybe shouldn't imply that they're mandatory in the tutorial
The article is fantastic otherwise, and saved me from a lot of headaches (e.g., it's not at all intuitive auto-calculated stats prevent selling, nor that using a class like Battlemage would if the options to sell/buy are turned on).