[MOD] Merchant Pack v4.1

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Re: [MOD] Merchant Tweak

Postby Undeadgamer » Sun Nov 29, 2009 2:41 pm

Thanks, it wasn't a necessity, but it was something that could make it a tiny bit better.
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Re: [MOD] Merchant Pack

Postby Lathlas » Sun Nov 29, 2009 3:15 pm

Tweaked the whole thing as a genuine merchant pack. You should delete any existing versions of this mod or my other two merchants and install the updated pack.

Edit: I fixed a stupid typo and made a few more changes. You should ReDownload this if you got it before this edit was posted.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD] Merchant Pack v2.0

Postby Jupiah » Sun Nov 29, 2009 6:47 pm

Your new sound files for Triya are really soft and quiet, I can barely hear her over the background music. Where'd you get them from?
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Re: [MOD] Merchant Pack v2.0

Postby Lathlas » Sun Nov 29, 2009 6:54 pm

Jupiah wrote:Your new sound files for Triya are really soft and quiet, I can barely hear her over the background music. Where'd you get them from?


They came with the game, they're not mine.

Torchlight comes packaged with a whole bunch of unused NPC voices, that set just happens to be softer than the rest. I'll probably pick a different set.

The fletcher, fishmonger & cartographer all have new sounds too.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD] Merchant Pack v2.0

Postby Jupiah » Sun Nov 29, 2009 7:07 pm

Yeah, I just noticed that as well. Gasper and Gwenllian's voices are well done, but Arthur's is also really quiet and hard to make out.

The new merchant is pretty awesome looking, but it's kinda hard to click on it with the way it zips around and it being hard to tell where it's center is. :)

Also, does the spell merchant only carry level 1 spells?
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Re: [MOD] Merchant Pack v2.0

Postby Lathlas » Sun Nov 29, 2009 7:15 pm

Jupiah wrote:Yeah, I just noticed that as well. Gasper and Gwenllian's voices are well done, but Arthur's is also really quiet and hard to make out.

The new merchant is pretty awesome looking, but it's kinda hard to click on it with the way it zips around and it being hard to tell where it's center is. :)

Also, does the spell merchant only carry level 1 spells?


No, he'll carry every spell.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD] Merchant Pack v2.0

Postby Jupiah » Sun Nov 29, 2009 7:20 pm

I refreshed his inventory several times, and he'll only offer me level 1 spells.
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Re: [MOD] Merchant Pack v2.0

Postby Encepheron » Sun Nov 29, 2009 8:55 pm

I have a slight problem.

There is no spell merchant for me. Nothing on the map, nothing moving. Ran around town and talked to every NPC I saw. Hmm...Sat by the waypoint for a bit, still nothing. Dunno what's up =/ FYI all the other merchants show up properly, sell and voice properly as well.
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Re: [MOD] Merchant Pack v2.0

Postby Neotoq » Sun Nov 29, 2009 10:38 pm

The spell merchant only sells lvl1 spells :( I have checked a number of times.
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Re: [MOD] Merchant Pack v2.0

Postby Lobuno » Mon Nov 30, 2009 12:58 am

Thanks for your efforts.

The cartographer only sells level 30-45 maps and the Aegis' one. I´m level 39. Checked several times and he keeps selling the same maps. Can this be fixed for him to sell more variety?

THX.
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Re: [MOD] Merchant Pack v2.0

Postby BigNTasty7 » Mon Nov 30, 2009 4:57 am

Great little mod BTW and I have a small question / request.

Is there anyway to move the Bow Dealer further away from the Blacksmith? They are both on top of each other and I am only able to click on the Blacksmith from unique angles.

Thanks!
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Re: [MOD] Merchant Pack v2.0

Postby BlastTyrant » Mon Nov 30, 2009 5:15 am

I have only seen the spell merchant carry L1 "leveled" spells, as well. I've checked on multiple characters (L17, L7, and a few at L1) on multiple occasions each.
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Re: [MOD] Merchant Pack v2.0

Postby Lathlas » Mon Nov 30, 2009 7:33 am

Is there anyway to move the Bow Dealer further away from the Blacksmith? They are both on top of each other and I am only able to click on the Blacksmith from unique angles.


I. HATE. TORCHED. :evil:

She's a good ten feet from the Blacksmith on my characters, but I've had this wandering NPC problem before. I'll work on it.

Thanks for your efforts.

The cartographer only sells level 30-45 maps and the Aegis' one. I´m level 39. Checked several times and he keeps selling the same maps. Can this be fixed for him to sell more variety?

THX.


That's how maps are supposed to work. Check out one of the More Maps mods (there's a couple) if you don't like it.

I have only seen the spell merchant carry L1 "leveled" spells, as well. I've checked on multiple characters (L17, L7, and a few at L1) on multiple occasions each.


Alright, well that makes no damn sense. I'll work on it.

There is no spell merchant for me. Nothing on the map, nothing moving. Ran around town and talked to every NPC I saw. Hmm...Sat by the waypoint for a bit, still nothing. Dunno what's up =/ FYI all the other merchants show up properly, sell and voice properly as well.


I don't know what to tell you man. It clearly works for everyone else. I'll be uploading a new version today anyway, hopefully that will fix it.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD] Merchant Pack v2.0

Postby BlastTyrant » Mon Nov 30, 2009 7:51 am

Lathlas wrote:Alright, well that makes no damn sense. I'll work on it.

Is it possible it's a conflict with another mod? Some weirdness with load order? I'm none too familiar with the nuts and bolts of modding, but I'll give you any information you think might be useful.

Thanks for your work; we (my wife and I, at the very least) appreciate it.
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Re: [MOD] Merchant Pack v2.0

Postby Lathlas » Mon Nov 30, 2009 7:59 am

BlastTyrant wrote:
Lathlas wrote:Alright, well that makes no damn sense. I'll work on it.

Is it possible it's a conflict with another mod? Some weirdness with load order? I'm none too familiar with the nuts and bolts of modding, but I'll give you any information you think might be useful.

Thanks for your work; we (my wife and I, at the very least) appreciate it.


No, it makes sense now.

I forgot to put the player level for merchant tag in...
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Re: [MOD] Merchant Pack v2.0

Postby Jupiah » Mon Nov 30, 2009 8:38 am

Lathlas wrote:
There is no spell merchant for me. Nothing on the map, nothing moving. Ran around town and talked to every NPC I saw. Hmm...Sat by the waypoint for a bit, still nothing. Dunno what's up =/ FYI all the other merchants show up properly, sell and voice properly as well.


I don't know what to tell you man. It clearly works for everyone else. I'll be uploading a new version today anyway, hopefully that will fix it.

Actually I had this same problem for a bit when I downloaded the version that included a modified version of the Spell Dealer Mod that you had up for like five minutes, there was no spell vendor anywhere. I then double checked the thread and noticed you'd uploaded another update with your own unique spell vendor and reinstalled and that one worked fine. Encepheron probably downloaded that version and didn't realize you'd updated again.

[Edit]

Is there some way to prevent a merchant from randomly spawning a certain item after you've added that item to his/her static item list? I went and added the Potion Deluxe potions to the apothecary so I could be guaranteed to get them, but then most of the time the rest of his inventory is cluttered with unnecessary duplicates of those potions. And often times those randomly spawned potions will fill up so much of his inventory that it "pushes" the static items "off the end" of his inventory grid so I can't buy them unless I refresh his inventory until he only spawns only a few random potions, leaving room for the static ones.
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Re: [MOD] Merchant Pack v2.0

Postby Lathlas » Mon Nov 30, 2009 9:59 am

Jupiah wrote:Is there some way to prevent a merchant from randomly spawning a certain item after you've added that item to his/her static item list? I went and added the Potion Deluxe potions to the apothecary so I could be guaranteed to get them, but then most of the time the rest of his inventory is cluttered with unnecessary duplicates of those potions. And often times those randomly spawned potions will fill up so much of his inventory that it "pushes" the static items "off the end" of his inventory grid so I can't buy them unless I refresh his inventory until he only spawns only a few random potions, leaving room for the static ones.


The short answer is no, there's no way that I know of to exclude specific items from a spawn class (I wish there was). He should spawn plenty of the Deluxe potions without using the static inventory though, so I'd recommend just not using it that way.

If you really want his inventory to be mostly or all static though, just open up his non static inventory (MERCHANT_APOTHECARY.dat) and change the MIN/MAX values under UNITYPE:POTION

Code: Select all
[OBJECT]
<STRING>UNITTYPE:POTION
<INTEGER>WEIGHT:-1
<INTEGER>MINCOUNT:13  \THESE
<INTEGER>MAXCOUNT:27  /LINES
[/OBJECT]
Last edited by Lathlas on Mon Nov 30, 2009 10:26 am, edited 1 time in total.
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

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Merchant Pack
Potion Expansion
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Re: [MOD] Merchant Pack v2.0

Postby Lathlas » Mon Nov 30, 2009 10:26 am

Ok, I uploaded a new version.

I think I fixed basically everything.

  • The spell merchant now sells things correctly.
  • The spell merchant won't float around anymore, although I can't seem to get this one to stand exactly where I want either.
  • The sound packs for a couple of npcs were changed so you can actually hear them.
  • The respec potion unit is included in this so you don't have to install a seperate mod for it.
  • The ranged weapon merchant will hopefully stop blocking anything else.
  • Anya's Gem Emporium is now packed with this mod, you should delete any previously installed versions.
  • Anya's spawnclasses have been modified slightly to provide the same static options as the rest of the merchants.
  • TorchEd still sucks. :cry:
And on the sixth day God said, "They're not bugs, they're features. Let's ship!"

[MODS]
Merchant Pack
Potion Expansion
More Gem Types
Scroll Cast
Prism Equipment
User avatar
Lathlas
 
Posts: 330
Joined: Mon Nov 09, 2009 9:23 pm
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Re: [MOD] Merchant Pack v2.0

Postby Encepheron » Mon Nov 30, 2009 10:33 am

TY :) i'll get my lazy butt out of bed and DL , will let you know the results. As for the old problem, I think it was maybe an invisible spell merchant issue? Looked through the files on my version and there was no spell NPC skin. (graphics) *Gets out of bed*
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Re: [MOD] Merchant Pack v2.0

Postby BlastTyrant » Mon Nov 30, 2009 10:58 am

Lathlas wrote:
  • TorchEd still sucks. :cry:

Heh. Yeah, what little I've mucked around with it it seems way clunkier than the Construction Set for Oblivion. That I at least sorta figured out; TorchED makes my head spin.

===

EDIT:

Alright, something else is going wrong now. The game is crashing whenever I get near where the spell merchant should be (basically anywhere south of the town square or west of Awful Arthur. Haven't tried from the west "entrance" yet.). I've uninstalled all my other mods (and the master .DAT and .ADM files), started a clean game, then reinstalled this mod by itself (thought it might be a conflict with pre-existing merchant inventories) and it didn't help. Everything else seems to be working correctly, though.
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