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Found 17 results

  1. I'm new to modding and the Creation Kit, I'm wondering if anyone more experienced knows off the top of their head where I can find the "Vendors list" (I think that's the right term for what I'm looking for). I want to add my item to the inventory of specific types of shops, so it can appear in (for example) the shop inventory of weapon dealer type shops in the world. Additionally, if any expert modder knows any "best practices" for a rookie like myself to avoid potential mod conflicts with other people's custom item mods that may also be adding items to similar vendor lists, that would be great I couldn't find anything explaining how to do this yet on the forums with my searching skills, so feel free to be as verbose as you like: it may be helpful to others in the future!
  2. Hi, I'm trying to come up with new mods based around Morphyums StoreTagEnabler. Doing that I have tried to fiddle a bit with the "DiscountModifier" that you can find under every item in every shop.json, but either my shop-files are missing a value, tag or whatever, or the damn DiscountModifier doesn't work as I thought it should, because the actual price of my test-item always stays the same (already accounting for discount based off of reputation). Wouldn't be the first setting in the game that apparently serves no function anymore, but I wanted to make sure. Has anyone managed to get the DiscountModifier to work? Edit: Same goes for the setting "Purchasable" in every item-file as well. No matter if it is true or false, as long as there is a shop-file selling it, you can buy it in game.
  3. I'm fully surprised that nobody has come with this idea yet. Why can't we have our Automatrons man the shops in our settlement? Or maybe even serve as Supply Line Provisioners. It's be great if someone could make a mod for this, because using our cool robots as guards and companions alone seems like a waste of potential.
  4. I really wish I could Mod. I want to find the time to learn but it hasn't happened so far. This Mod request seems so simple that I feel kind of silly even asking, but I think it would brighten my gaming time and many others, So here it is. The counters.... the ones from the diners and many are used as alternate sales counters for the Shops. You know the one I mean, the beige and rust trimmed waist high countertops that have the dull grayish tops. Those really need a renovation. If any Modder has the time, can you please make those look better? At least make them look wiped down.... I do have plenty of Abraxo but no matter how much I scrub, they look like CRAP. :D Making them look like they got some fresh paint would be awesome.
  5. Right now it's painfully difficult to get level 4 merchants for your settlements, and there's an irritatingly low number of them available. I'd suggest a reliable method of meeting them, a way of making regular settlers into level 4 traders (ideally something difficult but worth it), or just an increase in the number of them out there so it isn't so hit and miss.
  6. Hello those smarter than me. Problem: Shops menu is gone. Cause: something stupid i did. I role with 48 mods atm and somewhere along the line my shops menu disappeared. Tough to make settlers happy without them. Heres what I run on the norm. Ive tried uninstalling almost all of them to no avail. Any help is appreciated. Thanks in advance techies.
  7. As the title says I'd like to see or make a full Terrabrew replacement mod... I know there's a Starbucks mod that already has some of the parts, which I've so far taken a step further to introduce another real life coffee brand... My issue is now that I can't find the textures for the shop buildings themselves... I've managed to find some of the shop signs, especially for Neon and Akila, but nothing for the Terrabrew shops themselves... I have found their uniforms, the thermos and coffee cup that aren't in the picture... It kinda of works as is with a lot of real life cafe's not having their own brand of coffee and rely on one of many brands to supply their beans...
  8. Ok this is a gunna be a long shot yet i dont see why its not possible! The "City of Hearthfire" or just Hearthfire This example is based off Falkreath the place you go when you get a letter from the curior who sends you to a jarl What is it? -a mod that addopts the hearthfire dlc and turns your manor into a villiage, an esteamed town, and a flurishing city! How its done! Step 1: after you build your mansion, return to the jarl of the hold you built it on, ask the jarl about expanding your town! The jarl will be excited that his hold will be growing without his money being used and give you a building permit! you then must go to (depending on which path you took in the civil war if that far into the quest! otherwise skip this step!) the high queen in solitude or ulfric. Step 2: you must now convert your hall into a hold! it will add a throne room to your building blueprints which will convert your main dinning area into a throne room! (possibly puts a fire pit where the table is) must turn the room on the right side of the building into a kitchen! the other side into a dining hall! Step 3: next add roads turns your dirt walk ways into stone brick paths! step 4: add a port! allows for shiping materials and selling goods! also allows access to morrowind if you have the dragonborn dlc! also adds transportation to solitude docks, windelm docks, riften, dawnstar! (possibly adds a fishing group who will bring in fish to your village providing food and another form of income!) see step 11 for more detail! step 5: add and inn! a place for travelers and villigers to sleep untill they have a house! Step 6: a shop!( with a living area inside the shop!) choose from a: -magic shop (sells ingredients books armor and staves at a moderate price) -a general store! sells a little bit of everything but at an inflated price! -black smith shop! (adds a forge, smelter, grinding stone and workbench!) sells armor weapons and misc items at a moderate price -a pawn shop buys and sells everything at a low price and sells them at high price! step 7: build homes! builds homes to help increase the population and increase the gross income of your city! step 8: build a farm! adds a farm for peasents who have nowhere to work! which can be expanded to allow for more people to work on it! expansions include: -add a barn for livestock! (adds cows chickens and goats) [up to 10 villigers can work here] -add a bee keeper abode! adds behives (also allows a honey house where you ship honey out to the cities for a good price! (adds a decent form of income) [5 people can work here 1 special recruitment for honey house (see below)] -add a stables! to sell horses and breed them (a new horse is born every 14 ingame days!) (requires special recruitment for one! see recruitment below for more details!) [adds 5 jobs] -add a field! potato cabage and wheat fields where lowley villagers can harvest stuff (or you!) and sell them to the field hand (recruitment below) [any amount can work here!] step 9: Establish a barracks! (guards respawn if killed or shipped out at start of week) -implements town guards to protect your citizens from wild animals and attacks! also establish law! -guards will NOT ignore crimes you do! knowing moral standards they wont let even you get away with it! however you can use your position to get out of it! --INTIMIDATE! "im the jarl of hearthfire! if you dont let me go there will be trouble!" --BRIBERY! "im the jarl of hearthfire! if you let me go i can see that your pockets are lined with gold! --PERSUASION! "Comon! how do you think it would look if you punished the jarl?" -also adds a form of followers! (guards will follow you if requested!) upgrades: -starter barracks: 10 town guards 2 dungeon cells 1 comunity cell (for holding multiple prisoners!) -level 2 barracks: +5 guards and +1 (knight will stay in the hold! and follow you if requested!) -level 3 Barracks: +1 knight and +2 dungeon cells -level 4 barracks: +5 guards + 1 exocutioner (also a warden to the jail!) +2 knights Full dungeon (6 cells 2 comunity cells and a bedroom for the exacutioner! -level 5 barracks: -Max guards (+10 (35)) max knights (+1 (5)) and a training grounds a small area outside where your soldiars can train (once built will increase there combat skills health damage and the weapons and armor they carry making them more formidable!) -an optional addon is the armory! --once level 5 barrack build this allowing you to allow guards to where up to Dwarven armor also adds in dawnguard armor for them once they have dwarven you can promote them to royal guard allowing them to where this as well as use adds crossbows to them instead of bows, and dawnguard ax instead of a sword! --knights can where any armor once they have daedric or stalhrime you can promote them to Dragon Knight or Dragon guard! (dragon knight wheres dragon bone armor(heavy) and wields sword and shield, or two handed weps with a bow secondary) (dragon guard use dragon scale they specialize in dual wielding as well as bow) step 10: build a trading post! -allows the shipment and order of goods! increasing the towns income even more allowing for shops to have even more stuff and better stuff to sell! as well as increase the tax you can take from there shops! (see taxing) --level 1 trading: Kajit Caravan! (either use existing caravan or make a new one) --level 2 trading: The caravan will have horses now (requires 4 horse in stables) --level 3 trading: the caravan will have 2 mounted guards (requires 2 horse and level 2 barracks!) --level 4 trading: the caravan will have a mounted knight! (requires level 4 barracks) --level 5 trading: the caravan will now go by ship and have 2 knights and 5 guards! (requires level 5 barracks and ship builder! see step 11 for ship builder!) 7 horses will be added to stables since the guards and caravan no longer need them! -the level 1 trading brings in 5000g once a week then take 4 days traveling and 3 days resting (upgradable during resting) -the level 2 will bring in 6000g -level 3 7500g -level 4 8000g -level 5 10000g but will now take one day to rest bringing them in and they will stay at the trading post in the living corters of it! Step 11: Build a ship builders! allows for caravan to reach level 5!(previous step) allows you to travel to cities and morrowing (from step 4) also allows bigger catch of fish from port and more income! (a ship requires 100 lumber and 50 nails) (to limit scripting all but the traveling ship (to cities and morrowind) will be out in the watter npc's will simply tp from the docks to the ship for the week and then back when on break! only way to get on the ship will be via command consel (tcl off) which theres not much we can do about that. the traveling ship will be docked and work like the ship in windhelm and simply tp you to the docks of that city! it will not allow you to go to morrowind till you do i once in windhelm! to avoid quest errors and the firt time scinamatics! step 12: from village to town! adds a wall around your town made of wood and an open gate where guards can take up posts (requires all previous steps to addvance and requires barrack level 5 and trading level 5 and a full farm!) step 13: from town to city! Walls are made of stone gate is closed and now have a loading screen! (otherwise every time you enter world area it will take forever to load! (docks are outside the walls) you may choose to leave the loading screen out) step 15: establish hearthfires independance! go to the jarl and tell him you are no longer going to be apart of his hold! and will not give part of your resources to him anymore! (all income will dubble and resources harvested as well) optional buildings: mill so you dont need to travel for wood! mines with a never ending vein of each reasorce! miners hut! will add 2 miners who fill up the chest with random ores each day! recruitment: a ledger will be added when you establish hearthfire allowing you to recruit special villigers! each position with 5 levels! novice apprentice adept expert master -general merchant (general store) -mage (magic shop) -pawn broker (pawn shop) -miners (miners hut) -lumber jack (mill) -caravaneers[4] (caravan) -ship master [ship builders] -captains [to piolet ships] -ex malitia [exacutioner] -blacksmith [blacksmiths shop] -farmer [farm hand] -stable master [stables] -fisherman [docks] if you recruit a higher level person the less you pay when buying for them or more money you make from the caravans for the lumberjack and miners you will get more luber and more ore, from the stables better quality horses! shop owners also give you more in taxes if higher level! exacutioner level increases the less chance of an escape and riots breaking out! (see events) higher level also means better things for sale! ship builders requires less materials to build the ships with better ranks taxing level worker tax/week increase per level novice shop owners 500g +250g / level novice miners 60g +10g / level novice Lumber jack 60g +10g / level novice caravaners not taxed since they always travel and provide great income! novice ship builder 100g +25g / level novice farmer not taxed provides food for city! novice stables 75g +15 / level not taxed after royal horse event! novice fisherman not taxed provides food n/a villagers fee 50g (per each person who lives in your city (excluding knights only) novice exacutioner not taxed! runs your prison duuuh! events: plague! -- a plague will swipe across your farm and kill your current live stock and horses (that are in stables only and are not owned by you!!!) can be prevented if you give a cure desiese potion to the stabel master and farm hand within 24 hours of the start of event (in game hours) bandits! -- bandits will raid you town if you dont have a barracks! uncle sam wants you! -- the jarl will call for your aid at random times after barracks level 2 and request 5 guards be sent to him! (wont happen after you gain independence!) 5 guards will leave your city! (new guards spawn at the beginning of each week!) if you dont send them you get nothing out of it if you send them you get 1000g! also increases the chance of your town loosing more people durring a riot! RIOT! -- if your prison is full and exacutioner fails to exacute the prisoners before the prison fills up (higher rank in exacutioner means more exacutions he can handle) a random cell will open (escape) and the prisoners that are in that cell will attack the exacutioner if the succede in killing him they will open all other cells! prisoners will flood your streets going hostile! the riot will go on till all prisoners are killed! so you may want to help quell the riot! less you loose all your villigers! (also increase your guards armor via armory to make them stronger!) to prevent this from happening either get a master level exacutioner (the event wont ever trigger) or exacute prisoners yourself! (this is not against the rules cause once you open the cell (which is owned by you so not a crime) they go hostile making them mad at you and them the bad guys! More troops for the cause! -- after ship builders and barracks level 5 and upgrade to town: the leader of the civil war (depending on which side you choose) will request 1 ship 10 guards and 1 knight! (you will be rewarded 10000g if you do this!) (you will have 2 days to compleate this quest since a ship may take time!) makes you more suseptable to riots and attacks! (stops accuring after you complete the main quest civil war!) war on your doorstep! -- after you establish independence a group of 10 mercenaries will come and attack you exclaming your city will belong to (random hold) and you will submit to them now! (if you choose to submit incomes and resources will be reduced to half) or you can not submit and enter combat! your guards will help so dont be overwelmed by there numbers! to re-establesh independence you will need to go to the hold and exlain independance again (which now cost 1000g) this event is triggered only when you leave your hold through the front door and after you estableshed indepence! Looters assassins and bandits oh my! -- when your not in your hold a curior will meet you saying a letter from a friend! it will say a group of (random number 1-5) armed (looter, assassins, or bandits) where captured! you will now find them in your dungeon! please add more events its a thought in progress i cant think of many as of now! ABOUT THE IDEA! (THIS PART CONTAINS SPOILERS SO BE CAUTIUS) IM GOING TO SUBMIT THIS CONTENT TO BETHESDA AS WELL TO SEE IF THEY MAY ADOPT IT AND IMPLEMENT IT! WOULDNT THAT BE GRAND? IM SURE IM NOT THE ONLY ONE WHO DREMPT OF ROYALTY WHILE PLAYING THE ELDER SCROLLS GAMES! IN FACT I KNOW IM NOT! Vist bethesda forum post HERE if anyone adopts this idea... thank you and i cant wait to see it come to life! if not i understand! its a big project and would require a pretty good size team less it take a year to make ^__^ EDIT: A new skill tree! Royalty! depending on how you handel events or when you build things or collect taxes and when defend your city it increases your royalty level! higher level adds perks: -that increase buying and selling (simular to the speechcraft tree first perk) -increase your chance of getting out of crimes! -increases the chance to recieve random donations -a master of royalty can team with other jarls -a jarl sending troops to aid you in your defence as a gift! Ally and enamy! befriend a jarl by signing a peace treaty! befriend a hold that has enamies means your now there enamies! an improved map concept! Terriotories! capture towns and after you capture all the towns in each hold take the hold! other holds who are your allies may help you out! holds that are not your ally may help your enamy out! work to rule all the hold!
  9. Hi all Firstly I will apologise if this is in the wrong place, I looked through the forum but was not entirely sure where to post this. I am new to the nexus forums, and nexus come to that, and I want to ask peoples opinions for download. These are the mods I am looking for:- New lands - I have added falskaar New quests and dungeons The ability to run my own shop - With this I would like the ability to sell everything possible in the game, at skyrims realistic prices, that I can gain. I don't want to be able to put up weak armor for 100 times the other shopkeepers sell it for and someone comes along and buys it. Hopefully I can find some realistic ai within the mod that would make people not want to buy it if the price is too high. Also I would like to branch out and open more and more in many villages being in direct competition with the ai. I do not know if this is possible, let alone released as a mod. The ability to be a landlord - I would like to also run my own housing empire in which I must keep rents realistic to the skyrim world and to also have the tenants somehow send requests now and again, not too often but depends on how many houses I end up buying with no limit hopefully, to ask for repairs to be done. This could also be as simple as fable 3s system with buying houses and renting them out if nessesary but I am looking for more to be able to do with them. New Skill trees - hopefully to be in line with the above 2 requests but willing to look at others if they are any good and stable. I am not bothered about cosmetic changes as I am happy with the game as it is and do not want it to start lagging on me as it is running very well on medium settings so far. I did look through a lot of the files but I do not know much about modding, downloaded boss, nexus mod manager and skse and have looked at tutorials on you tube and followed everything to the letter when installing falskaar, so I am sorry for sounding lazy. I just want stable mods that will not crash my game, also hopefully mods that do not require me to make a new game but I am not that far into it so if I must I shall. Finally the mods must be lore friendly and also will not make the game unbalanced in any way. I am also open to opinions about other mods that may be a benefit to the game. Thanks in advance and I shall check back daily for opinions and read up on each and every one of them. Bashful1979 Sorry i forgot to add I have the skyrim legendary edition so all dlc was included.
  10. I have a minor problem in Skyrim, Whenever I say to a shopkeeper "What have you got for sale" and the shopkeeper responds "Trinkets odds and ends that sort of thing" it never takes me to their inventory, If they respond with say "Take a look" it takes me to their inventory! Its only a minor issue and I'm using mods so maybe it is something to do with that but if any of you guys know a fix please let me know! :)
  11. Hey all! Just trying to fill in some gaps of empty buildings in the market area at the moment, so I've resorted to asking all of you wonderful people which shops you recommend I should use to fill in the gaps. At the moment I already have these designated shops (and markets): x2 General Goods (+ 1 market stall per shop)Blacksmith (+ 2 market stalls)Alchemy (+ 2 market stalls)Medicine (+2 market stalls)x3 Taverns/InnsArchery supplies (+ 1 market stall)Hunting goods (+ 1 market stall)Ore + Ingot shop (+ 2 market stallsx2 Pawnbrokers LibrarySouvenir shop (+ 1 market stall)Tailor (+ 1 market stall)Fishery (+1 market stall)House furnishing shopSpellbook shop (+1 market stall)Enchanting shopStaff shop (+ 1 market stall)FloristBakery (+2 market stalls)MeaderyVarious Food vendor stallsJeweller (+1 Market stall) So, any suggestions on what other shops I could add, or any shops you think there should be more of (More Alchemists etc.). Thanks in advance for the feedback! :thumbsup:
  12. Hello everybody! First of all I don't know if my idea is feasible and if none among you can do this I'm not against creating it on my own if you give me instructions. I'd like to have a mod that adds an indication after the names of the shops so you know more easily where you can sell at the best price and where you can buy the best stuff when you look at the city's map. My idea is a script that would automatically append the adjective worst after the name of a shop when you receive the message with "rusty relics" when you enter and so on for the other shops. If anyone among you could give me a tutorial on the way to do it or create this mod for me I would be very grateful.
  13. I'm working on a custom NPC mod that also adds a handful of other things and I'm having a little trouble with some of the functions. One of the more basic things I'm struggling with is adding a new map location. I need to alter part of the existing map just to add a little path and then add the new maps which consist of a small chunk of woods and the interior of a building. I have the maps created visual with Tiled and have laid down some paths, but I'm not really sure what to do from there. I'm not exactly sure how to get the path in the altered map to lead to the new location or how to make the game register that the door to the building leads to the interior map. One of the other big questions I have with the custom map stuff is how to set a location that's only open after a certain calendar day, the same way that you can't access the mines until Spring 5 Yr 1. Related to the above is just some difficulty I'm having with schedules and locations. There's plenty of information on how to do it, I just wanna know if anyone has some helpful tips on keeping track of coordinates and such. Most of the other questions I have have to do with shop functions. I was wondering if anyone had any idea how to do a limited shop stock that randomizes/restocks on a specific day of the week, but with livestock instead of normal objects. If nothing like this exists, where would be a good place to start? An example would be like in one week there are 20 chickens and 5 pigs available and then on Saturday the stock updates and there are now 20 chickens, 6 ducks and 10 cows available for the week. Obviously that's just an example, but the basic idea is every week there's a randomized selection of livestock from a list and each category is set to stock a random number between 1 and a set n value of whatever livestock are chosen. Also, if it's possible to have certain categories be static/not limited such as chickens and ducks being unlimited and always available, but cows having limited stock that would also be cool. The other stuff I haven't started yet, but may have future questions about are mostly just little things like NPC schedule changes and custom traveling merchants. I'm not anticipating having as much trouble with that stuff, but I still appreciate any advice y'all have! Thanks in advance and I hope that I will someday actually have something to publish lol
  14. I'd post this on on the mod's pages, but I may not remember to download the bug fixes. On JK's Dragons Reach, the version # is labeled wrong. So when you MO2 loads it, it shows at the top of the list as "NPC", not the normal position. I changed the version #'s to match. It's not really fixed, a quick hack. On JK's Understone Keep, the door to the outside city is misaligned. Otherwise, all the mods are amazing additions to interior eye candy. :cool: Also, I don't have steam installed. So, I can't do any modding.
  15. Hi Folks. I am making a mod at the moment that is sort of a large town. It contains lots of shops, pubs and other interesting places. Part of the population of the town is the idle elite, and I want them to behave that way. I now understand the package system of setting NPC movements, but what I'd really like is for my idle rich people to wander around town popping into shops, pubs, whatever, throughout the day in the times when I don't have them specifically being elsewhere. Giving the appearance of that sort of thing with packages is possible but extremely clunky, each NPC would have a package list as long as my arm, especially if they are to be doing different sequences on different days of the week. Can anyone suggest a method for doing this, perhaps using some form of script(s)? Like, can I have a list of locations that the NPC will visit randomly during specified times of the day for either set or random periods of time per visit? If I was doing this in Microsoft Excel I'd use random numbers, vlookups and indexes, is such a thing possible here? I have little experience with scripting to date but am not afraid to give anything a go. Any ideas? Thanks, TV
  16. Was just wondering, is there a mod that adds in some sort of.....wasteland wonderers or w/e that "pass through" your settlements? A mod that adds in npcs that will journey into your settlement and visit your shops and sandbox for a few minutes then leave? And i'm not referring to supply lines, just casual random npc's that will visit occasionally to stock up on supplies. I'm wondering because the shops are mostly apart of my settlement builds for decoration. I personally don't use them, but they are suppose to provide some sort of income for the settlements (which i'm still unsure how that works) but yet none of the settlers visits any of the shops other than the food and drink store(s).
  17. I just want some mods that are lore friendly, work with mods like inconsequential npcs, and look good.
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