How does one prevent trade? (disable barter button)

killap

Bear Dude
Moderator
Modder
I am trying to make it so that the player is unable to trade (going through the barter button) with another character. I know that for a few people in the game, this is the case since when you hit the barter button it says that the person does not want to trade with you. I am just not sure where this is set. I was looking around the mapper but to no avail. Does anyone know?

Thanks!
 
Go to the mapper, select the critter proto on the bottom toolbar, edit it, and then select the "Barter" icon (to the middle of the screen, by Experience Value), the value will alter from "YES" to "NO".

Wow, I'm counselling Bear Dude ! :D
 
Silencer said:
Go to the mapper, select the critter proto on the bottom toolbar, edit it, and then select the "Barter" icon (to the middle of the screen, by Experience Value), the value will alter from "YES" to "NO".

Wow, I'm counselling Bear Dude ! :D

Heh, hey, we all need help now and then. 8) :D

Well, when I attempt what you said to do, it says I am unable to edit prototypes from there. I have all the dat files extracted in my Fallout 2 directory but apparently that does not help. Any ideas?

Also, this barter flag seems to effect ALL the protos (of the type you select) and not just specific ones placed in the game, yes?
 
killap said:
Well, when I attempt what you said to do, it says I am unable to edit prototypes from there. I have all the dat files extracted in my Fallout 2 directory but apparently that does not help. Any ideas?

I remember you have to alter the
Code:
[mapper]
librarian=0

parameter in mapper.cfg

killap said:
Also, this barter flag seems to effect ALL the protos (of the type you select) and not just specific ones placed in the game, yes?

All, I think, you'd have to create a new proto and replace it on the map.
 
Silencer said:
I remember you have to alter the
Code:
[mapper]   
librarian=0

parameter in mapper.cfg

Ok, well now instead of two error messages I just get one. "Error saving prototypes." I no longer get a not allowed to edit message, so changing that parameter you mentioned fixed that at least. This is probably something simple that I am just being an idiot about. :p
 
Silencer said:
Uhm... Remove Read-Only from file properties?

Did that before I even started.

Should the files be in some specific place? I have the protos extracted to the exact folder from the dat so that if I was playing the game, it would be using them rather than the original ones.
 
That did it. I would never have though that myself. Thanks to you and to Silencer!
 
I was thinking about this the other day... Is it possible to disable/enable barter mode through a script, in game? Example of usage: if dude_obj have an item of a specific type in his inventory, when he speaks to a critter that critter may not barter with him, else barter is possible.

Alternatively, is it possible to disallow certain items from the barter screen? Suppose I want the dialogue/barter to close if the PC tries to add a specific item to the barter table, how do I do that?
 
Apparently (and I say apparently) there's no way to block bartering apart from proto editing. If I remember correctly the only traders who first refuse and then and accept to barter with you are V. City traders. Those protos have barter flag on, that means you can barter for their personal belongings even if they refuse to show their selections. The original developers didn't block the thing in another way. I wonder if it would be possible to set barter flag on and off defining a new procedure in some .H...

Agrajag wrote:
if dude_obj have an item of a specific type in his inventory, when he speaks to a critter that critter may not barter with him, else barter is possible.
You can do it with a simple var block, i. e. you check dude's inventory via script.

Agrajag wrote:

is it possible to disallow certain items from the barter screen?
I don't think so... Apparently the developers didn't add a similar feature to the engine. Let's call it hardcoded.

It never made sense to me that you can barter for ammo and stimpacks with someone aiming a gun at you, though... A pity we have no choice upon bartering...
 
Sirren67 said:
if dude_obj have an item of a specific type in his inventory, when he speaks to a critter that critter may not barter with him, else barter is possible.
You can do it with a simple var block, i. e. you check dude's inventory via script.
No, I mean if the dude has a specific item, you can't barter with a given critter. Dropping the item would then enable the barter screen. But it sounds like it's not doable.

The only thing I can think of would be to duplicate the prototype and enable barter on one and disable it on the other. Then to enable/disable barter you could remove the critter and replace it with another... So you have one NPC that can be bartered with, and another identical one that can not barter. Could do that with one script pretty easily, but I suppose it would be more hassle than it's really worth in my case. It's easier to just scrap the idea I had where it would be used, and think of something else instead.
 
Couldn't you set the Barter flag to '0' for the proto, but invoke Barter through a dialogue option (script)?
 
That will not work.
You can call barter screen with script even with barter flag OFF but if you do so there will be those black dialogue boxes left on screen and you can't do nothing (and it looks ugly too).
 
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