Help - Search - Members - Calendar
Full Version: How To Add Objects For Sale 1.0
The Nexus Forums > Discussions > Articles
LHammonds
Article link: How To Add Objects For Sale 1.0

NOTE: The article is no longer being maintained on TESNexus.

The current version can be found on the CS Wiki

This tutorial will demonstrate how to add objects so that vendors will sell them from their inventory.

NOTE: Vendors only sell specific types of items that they were designed to sell. I am creating a list for a breakdown analysis as I learn about them (see Source link below).

Assumptions

* You have unique objects already created and added to the Construction Set. For this tutorial, we will use weapons and armor as an example.
* You want to add the objects for sale at a vendors shop. For this tutorial, we will use The Best Defense in the Market District of Imperial City.

NOTE: This tutorial can be substituted for any item for sale at any vendor's shop.

Step 1 - Create Your Container

1. Open the Construction Set and then your .esp file.
2. In the Object Window, expand World Objects and select Container. A list of all containers should appear to the right.
3. Select/Highlight any item in the list and then start typing VendorThe which will jump you down the list to all the vendor chests.
4. Double-click VendorTheBestDefense and change the following:

ID: Set to something unique such as your initials + mod initials + VendorTheBestDefense
Name: ModName Chest
Object ID: Right-click each item in this list and delete them.

5. Click OK, then Yes to create a new form.

Step 2 - Add Your Items To The Container

1. Find your chest and double-click on it. Move the "Container" window (which is your chest) so you can still use the Object Window and see the containers empty list.
2. Select the Object Window and expand Items and select Weapons. A list of all weapons should appear to the right.
3. Find your weapon(s) and click-n-drag it to the container's empty list.
4. Select the Armor folder. A list of all armor should appear to the right.
5. Find your armor and click-n-drag each piece to the container's list.
6. Select the Container window and adjust the item counts/quantity as necessary.
7. If the items for sale should "Respawn" later, place a checkmark beside Respawns.
8. Click OK to close the Container Window.

Step 3 - Add Container To The Vendor

1. In the Object Window, expand World Objects and select Container. A list of all containers should appear to the right.
2. Select/Highlight any item in the list and then start typing "VendorThe" which will jump you down the list to all the vendor chests.
3. Right-click on VendorTheBestDefense and select Use Info
4. The Use Report will show all the places in the game world that the container exists. Double-click the Cell Editor ID called "ICMarketDistrictTheBestDefense" which will jump you to the chest in the Render Window. Click OK to close the Use Report window.
5. Select the Render window. This is the part where you need to scroll/move in such a way that nobody else is like to do. Use the Shift-Key + Mouse moves and the Wheel Mouse zooming to position your viewpoint far away from the original chests.
6. With sufficient rotation and distance away from the chests, you are now going to find your chest and drag-n-drop it onto the Render Window.
7. Go back to the Object Window under the WorldObjects/Container folder and find your chest. Click-N-Drag your chest to the Render Window.
8. Your chest (with all your items) should now appear in the Render Window. Double-click on the chest in the Render Window.
9. A Reference window should pop-up. Set the following and click OK:

3D Data tab
Check - Persistant Reference

Ownership tab
NPC - MaroRufus (See vendor list below)

Lock tab
Check - Locked
Level - Needs a key
Unchecked - Leveled
Key - NONE

10. Save the mod and exit the Construction Set.

Step 4 - Test Your Changes

1. Make sure the .esp file is enabled under Oblivion Launcher, Data Files.
2. Start the game and see if the vendor has you items for sale.

Partial List of Chests, Vendors, Locations

VendorAFightingChance - Rohssan (Weapons) - Market District of Imperial City
VendorTheBestDefense - MaroRufus (Light Armor), Varnado (Heavy Armor) - Market District of Imperial City
VendorDivineElegance - Palonirya (Clothes) - Market District of Imperial City
VendorEdgarsDiscountSpells - EdgarVaultrine (Spells) - Market District of Imperial City
VendorFirstEdition - Phintias (Books) - Market District of Imperial City
VendorRindirsStaffs - Rindir (Staffs) - Market District of Imperial City
VendorThreeBrothersTradeGoods1 - TertullianVerus, SergiusVerus - Market District of Imperial City
VendorTheMainIngredient - OgierGeorick (Ingredients/Food) - Market District of Imperial City
VendorJensinesMerchandise - Jensine - Market District of Imperial City
VendorLellesQualityMerchandise - NorbertLelles - Anvil
VendorAWarlocksLuck - Ungarion - Bravil
VendorHammerAndAxe - Fjotreid - Bruma
VendorBorbasGoodsAndStores - BorbagraUzgash - Cheydinhal
VendorFireAndSteel - Rasheda - Chorrol
VendorBestGoodsAndGuarantees - Elsynia, Gunder - Leyawiin
VendorAllThingsAlchemical - FalanuHlaalu - Skingrad
VendorColovianTrader - Gunder - Skingrad
VendorHammerAndTongs - AgnetethePickled - Skingrad

Source: http://lhammonds.game-host.org/obmm/tutori...ts_for_sale.asp
Viper10
Okay two questions.

Number 1: I've been working on a mod for a while that does two things: 1, adds a new class Wanderer and beefs up the Imperial race and 2, adds wandering merchants. Is it possible to place their containers in a fixed position and have them move around or not?

Number 2: this isn't exactly related to your tutorial but i'll ask you anyway. I've added the AI packages to the first merchant, but no matter what i did, i couldn't find him in the places he's meant to be. for example, i've set the package to travel on monday at anytime to Olav's Tap n Tack, but when i get there on that day at the time he's meant to be there, i don't see him. Help would be brilliant.
LHammonds
Viper10, those are some really good questions. I don't have any experience with NPCs (or even how to turn them into a merchant). My gut feeling tells me that wandering merchants would need to take their goods with them since Bethesda made their merchants only sell their goods in their shops and not while they wander around.

If the merchant stays outside, it may be possible to have a buried chest in the wilderness that they have "magical" access to but it seems more appropriate to have their wares on their person or in "Saddle Bags" if they are always riding a horse or has a horse companion.

If I were you, I'd create a chest and make sure you can purchase from that merchant while they are standing near it. Then move the merchant to the other side of the world and see if he can still sell items in his chest which is located on the other side of the game world. If not, merchant holdings may be limited to just the current "cell" loaded in memory which seems to make sense to me.

As for NPC schedules, I'm totally clueless there and don't even have a wild guess to help you out except looking at other mods that do similar things.
Viper10
Okay, thanks for the advice
fiorra
i dont know if u still look at this but i will ask anyway i was following your tutorial and i decided i would add the armor from mods i dled into it for my personal use because i hate getting free things however the new armors never show up in the shop only the orginal bethesda ones with new stats do why? and is there a way tto fix it?
LHammonds
These steps should work for anything including items already in the game, DLC addons, expansion packs and downloaded mods.

As for it not working for you, it depends on what you were doing. There could be one of a hundred things that might keep it from working for you. You'll have to be a little more specific. I assume your problem is in the area I marked in "assumptions."

Generally, You'll create your own mod (.esp file) and "add" the resources from the other mods into yours. The best way is to put all the meshes and textures into your own unique folders, edit the NIF files to point the textures to the new location, and add the items in the construction set and set your own unique IDs and stats. Then continue to follow the tutorial posted above.
fiorra
oh hehe ok i didnt know i had to create a new path for the meshes and textures i thought they would always follow the old path from the other mods ty for responding=)
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.