rikuth Posted August 30, 2012 Posted August 30, 2012 That's incredibly dumb. What if I want something marked as owned but I don't want it sold. How am I supposed to do that? Or do I just have to not clutter cells? Â what is it that you want the vendor to own but not sell? just curious really, not very skilled at modding hadn't touched geck for a year until recently.
DoctaSax Posted August 30, 2012 Posted August 30, 2012 That's incredibly dumb. What if I want something marked as owned but I don't want it sold. How am I supposed to do that? Or do I just have to not clutter cells? Â Well, maybe you can try marking them (& the cell) as owned by someone else? Or a faction you make? I think an npc can only sell what he owns himself, but he'll use what the faction he belongs to owns without selling it. It's the way the guilds worked in Oblivion at least.
zippy57 Posted August 30, 2012 Posted August 30, 2012 what is it that you want the vendor to own but not sell?One of the vendors has a stack of books behind their shelf. They're there as flavor for the NPC and they "belong" to them, so they wouldn't want to sell them.
prideslayer Posted August 30, 2012 Posted August 30, 2012 There must be a way.. it's not like Trudy sells all the 'crap' laying around the bar along with the liquor. It might just be that the clutter stuff is owned by a ghost NPC? Â Stealing is still stealing if you do it in front of witnesses isn't it? I don't think that people who see you care who you stole from.
zippy57 Posted August 30, 2012 Posted August 30, 2012 I have no idea how the game mechanics work specifically. I was trying for a situation where nobody cared as long as you didn't take something that was theirs. All the merchants are independent so they don't mind if you're taking something from their competitors. Â Of course, if you start combat everyone freaks out anyway, so it's probably a moot point...
prideslayer Posted August 30, 2012 Posted August 30, 2012 yeah probably.. since the alternative is to what.. just let the merchant kill you?
zippy57 Posted August 30, 2012 Posted August 30, 2012 What I'd really like the guard to do is actually act as a guard. If the merchant attacks you first the guard shoots THEM and doesn't care about you. So basically how Oblivion guards worked (if the game was feeling nice that day) where you don't get a bounty if the horse guard sees you just defending yourself. Â But either I'm missing an option in the GECK somewhere or the only relation options are "attack on sight", "help in battle", "help in battle unless they accidentally shoot me", or "meh, who cares".
DoctaSax Posted August 30, 2012 Posted August 30, 2012 There must be a way.. it's not like Trudy sells all the 'crap' laying around the bar along with the liquor. It might just be that the clutter stuff is owned by a ghost NPC? Â Stealing is still stealing if you do it in front of witnesses isn't it? I don't think that people who see you care who you stole from. Â Trudy's AI data limit her selling to food & booze. Assigning private, not-for-sale stuff (or the cell) to a faction the npc's part & only the vendor container to the npc him/herself of is also recommended here: http://cs.elderscrolls.com/index.php/Adding_Sellable_Items_To_Merchant_NPC Â To have merchants or anyone not mind that you're stealing, you'll probably have to lower their responsibility, either in geck or with setav. That doesn't have much to do, I think, with ownership.
zippy57 Posted August 30, 2012 Posted August 30, 2012 I thought responsibility was just totally ignored in FNV. I wonder how it would run if I made gave every NPC their own faction...
jaam Posted August 30, 2012 Posted August 30, 2012 As I said, you can sell from any CONTAINER that you own. Loose items should not be for sale. But I haven't made a merchant in a long time.
zippy57 Posted August 31, 2012 Posted August 31, 2012 Loose items were indeed being sold by store vendors at one point. Not sure if they still are, but you used to be able to talk to Mary Holmwood and have "The Odyssey" in the list of buyable items.
Halstrom Posted September 5, 2012 Author Posted September 5, 2012 NewUpdate 20120905.1: Â Added Ixia Gloves and minor fixes to other gloves. Created VendorFormlists for Gloves & MantisGloves & Caps/Hats with SCR outfits added if Zippy want's to try loading them from there into his vendors.
zippy57 Posted September 5, 2012 Posted September 5, 2012 For the latest release I used the SexoutSLRepairMantisGloves list since I figured it would have all the Mantis Gloves entries.
Halstrom Posted September 6, 2012 Author Posted September 6, 2012 For the latest release I used the SexoutSLRepairMantisGloves list since I figured it would have all the Mantis Gloves entries. Close enough' date=' no rush, I was going to make formlists for clothing, armor & power armor too, including the rigid armors that don't swap. I theory you'd never have to do clothing updates that could just be added to the SCR list. Â New Update 20120906.1: Â Changes to offspring growth scripts Some new Formlists added for Armors
Halstrom Posted September 9, 2012 Author Posted September 9, 2012 New Update 20120909.2: Â Changes to Offspring scripts to improve stability and prevent a divide by zero error causing CTD and also allow their following of the player to be turned off by PregnancyV3. Â Addition & cleaning of Formlists for Rapedrugs for Brutal Rapers to access later.
GECK.O Posted September 9, 2012 Posted September 9, 2012 I already download and install SCR version 20120909, but when I load a clean save, I get a message that SexoutPregnancyV3 recognized the SCR is version 20120905, not 201209093. Is this normal?
Halstrom Posted September 9, 2012 Author Posted September 9, 2012 I already download and install SCR version 20120909' date=' but when I load a clean save, I get a message that SexoutPregnancyV3 recognized the SCR is version 20120905, not 201209093. Is this normal?[/quote']Maybe I forgot to update the date, or I've packed the wrong file, I'll reload it.
GECK.O Posted September 10, 2012 Posted September 10, 2012 I want to report a bug. Â It seems the Ixia Armor have a right hand glove missing problem.
GECK.O Posted September 10, 2012 Posted September 10, 2012 Define "missing". Is it invisible or !? Â It's invisible.
zippy57 Posted September 10, 2012 Posted September 10, 2012 Check your data folder for this file:  fizz\ixia\glove.nif  EDIT: Scratch that, found what may be the problem.  SCR holds the Armor Addons for the Gloves, and if you have SexoutStore active the gloves are part of the armor for the moment. Both the left and right gloves (xx011cba and xx011cbb), while the meshes are set correctly, are flagged as Left Hand, so the game is probably only equipping one because it won't allow two items to be in the same slot. (They are also both named "Ixia (gloveR)", which is both unrelated and slightly ironic).
Halstrom Posted September 10, 2012 Author Posted September 10, 2012 Check your data folder for this file: fizz\ixia\glove.nif  EDIT: Scratch that' date=' found what may be the problem.  SCR holds the Armor Addons for the Gloves, and if you have SexoutStore active the gloves are part of the armor for the moment. Both the left and right gloves (xx011cba and xx011cbb), while the meshes are set correctly, are flagged as Left Hand, so the game is probably only equipping one because it won't allow two items to be in the same slot. (They are also both named "Ixia (gloveR)", which is both unrelated and slightly ironic).[/quote'] Thanks Zippy, I'll check that out and sort it for the next update.
Halstrom Posted September 10, 2012 Author Posted September 10, 2012 New Update 20120910.1: Â Fixed Ixia Gloves
GECK.O Posted September 10, 2012 Posted September 10, 2012 New Update 20120910.1:  Fixed Ixia Gloves  That's fast! Tested and it fixed. Thank you, Halstrom!!!
doejohn111 Posted September 10, 2012 Posted September 10, 2012 Sorry if this is not the right place. I couldn't seem to find the technical support forum. Im having some trouble installing the sexout mods and plugins. I downloaded all the files from: http://www.loverslab.com/showthread.php?tid=4768 however some of them did not seem to work well (FOMM and the script extender I think). However after working through the directions and such for the last few days I managed to find a working script extender file and get the MCM to work with that. However upon loading the game with just the extender and MCM installed the MCM does not appear to show up in the pause menu. I also downloaded both the sexout core and data files and installed them using the new vegas mod manager (which may be my problem since im not sure if I can do that). I also downloaded the tryout data pack however the only thing showing up in the plugins tab is the sexout.esm file and a file called "st.esm". I tried to mirror the load order posted as best I could (it ended up looking something like this FalloutNV.esm---> sexout.esm---> st.esm) but upon running the game all I get is crashes to desktop before I can load a save. Also nothing from the common resources file appears to be showing in the plugins tab either. Any help is appreciated and I apollogize again if this is the wrong place or a solution has already been posted somewhere.
Recommended Posts