Ideas on merchants?

Discussion in 'Fallout Tactics Modding' started by Valkery, Feb 4, 2014.

  1. Valkery

    Valkery First time out of the vault

    20
    Oct 2, 2012
    I'm relatively new to modding the original Fallout games as well as new to be on this website, and have taken up modding Tactics. I am fully aware of how the quartermasters are restocking, but from the mods that I see that are being used, I think it would be nice to somehow alter it.

    I mean like having all the types of merchants restocking after a certain time or parameter that has been met. I see the conditions in Tactic's Tools, like timer parameter and wondered if the timer can be applied throughout the whole map rather than having to be in the certain area for the timer to be active. Other than that, having a requirement of 50 kills in order for the merchants to restock would be neat - I'm pretty much a novice so it would be nice to hear out anyone's advice and get involved with the site.
     
  2. TwoEyedYum

    TwoEyedYum Naked Moose

    355
    Jan 21, 2010
    It's not a condition that stops you from restocking MORE THAN ONE trader. It's a lack of any actions which would do that in any possible way. As much as i remember there's no way to do that for now. Sorry.You probably could start with something like "add 1 specific item to vendor's inventory on certain condition".
     
  3. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    What you need to do is make clone(s) of the original merchant entity each with a different inventory. Then set up some triggers to deactivate the first merchant clone while simultaneously activating the 2nd clone and so on. You could set the condition so that the (clone) merchant 'restocks' when you leave the map a specific number of times or if your squad achieves a certain objective.
     
  4. Valkery

    Valkery First time out of the vault

    20
    Oct 2, 2012
    Ok, great advice! But how do I look up the list of the different types of variables, for the conditions?
     
  5. Valkery

    Valkery First time out of the vault

    20
    Oct 2, 2012
    I guess what I should ask is what function do I use that reacts to leaving/exiting an area?
     
  6. xkcon

    xkcon Transcending the Multiverse Modder

    206
    Apr 2, 2003
    here is an example of how to do it...

    Set up the first trigger like this...

    Conditions:
    Variable 'ExitCount' is ' ' (the value for this variable is blank /empty)
    Human has all alive at exit

    Actions:
    Set Variable 'ExitCount' to '1'
    Deactivate Merchant1
    Set Merchant2 to stationary at anywhere


    Now make a 2nd trigger like this...

    Conditions:
    Variable 'ExitCount' is '1'
    Human has all alive at exit

    Actions:
    Set Variable 'ExitCount' to '2'
    Deactivate Merchant2
    Set Merchant3 to stationary at anywhere


    And add a trigger (and a clone merchant) for each time you want to 'change' the inventory.

    Keep in mind trigger that you will have to add a counter trigger even for the times you don't want to change the inventory. What I mean is; let's say you only want to change the inventory after the player exits the map 6 times and not before. You will have to make 6 separate triggers in the above style, BUT ONLY the 6th trigger will include the switching of merchant clone actions.
     
  7. Valkery

    Valkery First time out of the vault

    20
    Oct 2, 2012
    That's an interesting way, thanks. What about the quarter master? Their inventory is within the campaign.txt file, so it won't be simple as cloning it.

    Should I just go about using the 'ExitCount' variable but in the action part add to the quartermaster's inventory designated with a new 'restock' part? Like making new inventory stocks within the campaign.txt file?