Editing Creating a new vendor

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##Finally, select your created topic and press "OK" to add it to your dialogue.
##Finally, select your created topic and press "OK" to add it to your dialogue.
#Now select GREETING from the left section of the window (GREETING topic).  
#Now select GREETING from the left section of the window (GREETING topic).  
##Right click the info tab and click new, make the response text whatever you want, this is what your NPC will say when the player first talks to them. Also make sure to leave the prompt section clear.
##Right <span class="plainlinks">[http://xstretchmarks.com/how-to-get-rid-of-stretch-marks/ <span style="color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;">click</span>]</span> the info tab and click new, make the response text whatever you want, this is what your NPC will say when the player first talks to them. Also make sure to leave the prompt section clear.
#This is an important step, with your greeting selected in the Info tab right click the Conditions tab and select "New".  
#This is an important step, with your greeting selected in the Info tab right click the Conditions tab and select "New".  
##Click the "INVALID" button and scroll down to your NPC's ID, then click "OK". This makes it so that only your NPC will use the custom greeting you created. Now make sure that the "Condition Function" box says "GetIsId", the "Comparison" Box is "==" and the "Value" box is "1". Select "OK".
##Click the "INVALID" button and scroll down to your NPC's ID, then click "OK". This makes it so that only your NPC will use the custom greeting you created. Now make sure that the "Condition Function" box says "GetIsId", the "Comparison" Box is "==" and the "Value" box is "1". Select "OK".
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##One way to do this is to go to the World Objects/Container section of the Object Window and set the filter to generic.  
##One way to do this is to go to the World Objects/Container section of the Object Window and set the filter to generic.  
##Then right click the generic safe, select edit and enter an new ID. Now select "OK" and a box should pop up asking if you would like to create a new object or re-ID the existing object. Hit "yes" to create a new one.
##Then right click the generic safe, select edit and enter an new ID. Now select "OK" and a box should pop up asking if you would like to create a new object or re-ID the existing object. Hit "yes" to create a new one.
##Once that's done, you are ready to put the container inside your store's cell. A good place to put it is somewhere the player won't be able to gain access to it, like outside the building zone or under the ground level. If you do choose to place it inside the store itself, then be sure the container is locked.  
##Once that's done, you are ready to put the container inside your store's cell. A good place to put it is somewhere the player won't be able to gain access to <span class="plainlinks">[http://tinyurl.com/6a83yjx <span style="color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;">how to get rid of stretch marks</span>]</span> it, like outside the building zone or under the ground level. If you do choose to place it inside the store itself, then be sure the container is locked.  
##Then put whatever you want in it as this is what the merchant will sell. Also make sure to put some caps in it so the vendor has some money to buy some of your things.
##Then put whatever you want in it as this is what the merchant will sell. Also make sure to put some caps in it so the vendor has some money to buy some of your things.
##To finish off your container, double-click it in the render window and make sure the Persistent Reference box is ticked on.
##To finish off your container, double-click it in the render window and make sure the Persistent Reference box is ticked on.

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