Right now, if you save your game, the information about the merchant's inventory and other stuff (like item stats) is stored in the saved game instead of reading the actual resources of your mod.
At the moment I have a savegame just before loading my merchants for the first time for testing purposes. But as you can imagine, whenever a new version is released, users that are upgrading will only see the changes if they start a new game, this is not good...
I'm trying to bypass this by writing a script that destroys and then recreates the objects every time the area with my content loads, this works with creatures, but I can't do it with merchants, according to the wiki:
These objects can not be created with CreateObject:
- Merchant (Store)
So, any way I can get around this problem, or I just need to wait until Bioware fixes this issue?
place a Merchant using scripting?
Débuté par
cachx
, janv. 23 2010 08:31
#1
Posté 23 janvier 2010 - 08:31
#2
Posté 23 janvier 2010 - 09:34
You can replace the contents of a store easily enough. If you like you should be able to store the updated contents in a placeable, create the placeable with the new stuff as well as an empty one, use MoveAllItems to move the store inventory to the empty placeable and then move the updated inventory to the store.





Retour en haut






