DepravityExtended Posted September 11, 2018 Posted September 11, 2018 Is there anyway to make a shop use another currency but leave the other shops alone? if not, anyone have any ideas for a custom shop? I would like the player to be able to purchase rewards with special coins they gain slowly through play.
karlpaws Posted September 11, 2018 Posted September 11, 2018 9 minutes ago, SkyLover37 said: Is there anyway to make a shop use another currency but leave the other shops alone? if not, anyone have any ideas for a custom shop? I would like the player to be able to purchase rewards with special coins they gain slowly through play. Not that I'm an expert, but probably something via dialog instead of the usual shop buy/sell screen would be the way to go. Other "reward from progress" stuff I've seen has been through an MCM where you spend points to acquire powers, spells and other related things that are not inventory items (which you could probably do. player.additem or player.addspell should work the same either way, I suspect). I guess it would all depend on just what you want players to purchase. Steward dialogs let you buy a variety of things for a house (mostly which are already placed, and just enabled by the script tied to the dialog). I forget which, but I think some of the daedric artifacts are granted via dialog as well, or at least upgraded at some point (Boethia's chain mail and Mephala's sword come to mind, Namira's Ring as well). It would all take scripting of one kind or another though, not a standard shopkeeper NPC with a checkbox marked for "use alternate currency".
winny257 Posted September 11, 2018 Posted September 11, 2018 there are no shops, but is gives that! Insanitys Dwemer Coin https://www.nexusmods.com/skyrim/mods/33812 Spoiler dungeon treasure - dwemer and ancient nord coins https://www.nexusmods.com/skyrim/mods/34148 Spoiler Dwemer Coin -Collectable Item- https://www.nexusmods.com/skyrim/mods/34022/ Spoiler
Tyrant99 Posted September 11, 2018 Posted September 11, 2018 10 hours ago, SkyLover37 said: Is there anyway to make a shop use another currency but leave the other shops alone? if not, anyone have any ideas for a custom shop? I would like the player to be able to purchase rewards with special coins they gain slowly through play. You'd do it through a dialogue chain. PC talks to NPC, NPC has multiple choice of responses. NPC "What would you like to buy?" Choice A 100 special coins Choice B 200 special coins Choice C 300 special coins etc. Any selection would branch into 2 dialogues. A 'here's your stuff, nice doing business', and a 'sorry, you don't have enough money'. You'd accomplish this with a random tag on each branch and a GetItemCount condition pointing to Player. I.E. Player Special Coin GetItemCount > 300 - this would result in a successful purchase for any of the above categories. Then it is simply Player.additem(Item, Count) It would be pretty simple to put together, but how much work it would take would depend on how many things you want to sell as each item would take a 3 part dialogue chain. Alternatively, you could have a 'display' type store where the items are on display and upon picking up or activating an item, special coins would be subtracted from the player on a OnContainerChange or OnActivate event and the Player would recieve the item in their inventory. If the Player didn't have enough money, then the event would prevent the item from being added to inventory. - You would probably want to use static version of the items as activators for this sort of shop, so the physical item itself can't actually be 'picked up'.
winny257 Posted September 11, 2018 Posted September 11, 2018 1 hour ago, Tyrant99 said: Spoiler You'd do it through a dialogue chain. PC talks to NPC, NPC has multiple choice of responses. NPC "What would you like to buy?" Choice A 100 special coins Choice B 200 special coins Choice C 300 special coins etc. Any selection would branch into 2 dialogues. A 'here's your stuff, nice doing business', and a 'sorry, you don't have enough money'. You'd accomplish this with a random tag on each branch and a GetItemCount condition pointing to Player. I.E. Player Special Coin GetItemCount > 300 - this would result in a successful purchase for any of the above categories. Then it is simply Player.additem(Item, Count) It would be pretty simple to put together, but how much work it would take would depend on how many things you want to sell as each item would take a 3 part dialogue chain. Alternatively, you could have a 'display' type store where the items are on display and upon picking up or activating an item, special coins would be subtracted from the player on a OnContainerChange or OnActivate event and the Player would recieve the item in their inventory. If the Player didn't have enough money, then the event would prevent the item from being added to inventory. - You would probably want to use static version of the items as activators for this sort of shop, so the physical item itself can't actually be 'picked up'. well described, but not feasible for an inexperienced modder! this mod would probably be more than script heavy. in any case, even for an experienced modder tens of hours of hard work.
DepravityExtended Posted September 11, 2018 Author Posted September 11, 2018 6 hours ago, Tyrant99 said: You'd do it through a dialogue chain. PC talks to NPC, NPC has multiple choice of responses. NPC "What would you like to buy?" Choice A 100 special coins Choice B 200 special coins Choice C 300 special coins etc. Any selection would branch into 2 dialogues. A 'here's your stuff, nice doing business', and a 'sorry, you don't have enough money'. You'd accomplish this with a random tag on each branch and a GetItemCount condition pointing to Player. I.E. Player Special Coin GetItemCount > 300 - this would result in a successful purchase for any of the above categories. Then it is simply Player.additem(Item, Count) It would be pretty simple to put together, but how much work it would take would depend on how many things you want to sell as each item would take a 3 part dialogue chain. Alternatively, you could have a 'display' type store where the items are on display and upon picking up or activating an item, special coins would be subtracted from the player on a OnContainerChange or OnActivate event and the Player would recieve the item in their inventory. If the Player didn't have enough money, then the event would prevent the item from being added to inventory. - You would probably want to use static version of the items as activators for this sort of shop, so the physical item itself can't actually be 'picked up'. I didn't even think about displaying items! thanks. I'm going to try that first.
Tyrant99 Posted September 12, 2018 Posted September 12, 2018 8 hours ago, SkyLover37 said: I didn't even think about displaying items! thanks. I'm going to try that first. Good luck. You can replace the model of any activator, so could probably make a pretty cool looking store with a little elbow grease.
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