What's the deal with the vendor buy/sell lists? In the esp? I see they have a formlist for items the shop will buy and sell but it doesn't actually work for a lot of doctor NPCs for some weird reason. Most NPCs I've noticed who are doctors have near nothing to sell. So I tried adding more to the formlist. Like not just keywords, some actual items, and now they sell nothing.... So I removed your buy/sell list completely and the doctors sell all the medical things they should sell, including antibiotics, and herbal things like the stimulant and whatnot, but also annoyingly sell junk and armor even and whatnot.
What the hellllll gives? These vendor lists are the biggest mess I've ever seen in this game. Not your mod, I mean the way the game handles them is just stupid af. A single slight edit, something as insignificant as adding one more item to a doctor's vendor buy/sell lists flings the whole levelled list for the given one I'm editing (workshopVendorClinic03 for instance), into absolute chaos! It's either stick with the vanilla game, and have a crappy level of goods. Stick with Complex Vendors as it is, and have horrible selection guaranteed along with broken clinics every once and a while, or edit it to add the items into the containers for the store manually and have it completely screw the vendors.... There seems to be no way to just have goddam vendors that goddam sell whatever the hell I want them to sell.... lol I'm sorry. I'm just hoping you know what my issue is here. How int the world do I edit these vendor CONTs, Formlists, whatever the hell I have to edit, to actually make clinic vendors sell what I want them to sell? The game doesn't seem to go by what I see in the CONT. It also seems to ignore formlists. And your faction edits that include a buy/sell list also seems to make them restricted to sell even less than what's in the formlist, once again, ignoring the formlist. I am .... so thoroughly confused
I have been looking at how to patch this and Deadpool's Service Rifle as it adds perk mags via quest. It seems this mod adjusts certain items with keywords which it then references in the vendor lists to allow anything with that keyword to be shown in the vendor list. Try experimenting with adding the appropriate keywords to the items in question with a fresh install of the mod to see if that sorts your issues.
Edit: I added PowerArmorFramePurchaseItem [KYWD:xx009844] to each of the perk mags to make them appear, the xx is replaced with the load order position this mod is in.
I had this with MAIM 2 (Legacy), as that mod intentionally removes chem and med keywords.
The solution is simple (and insanely idiotic) - add the appropriate keywords from the Immersive Animation Framework mod to the doctors formlist and everything will work.
Not sure if the author still updates - while I've been loving vendors actually giving a s#*! with this installed, if I may make a suggestion I think allowing all vendors to still buy (or at least sell) junk would be extremely handy - in Survival it can be really taxing building up settlements/automatrons and the bottleneck I've been noticing for myself is rubber and glass. Unfortunately, shipments of those resources are only sold oftentimes by chemist/doctor vendors, so with this mod installed vendors like Dr. Sun no longer sell them.
I also think that shipments should probably still be sold by all vendors that sell them in the vanilla game. But I think it may not be possible to have Dr. Sun sell shipments and at the same time not buy junk like old telephones, because shipments also count as junk?
Unlikely, unless you fancy diving into F4edit and adding the appropriate keyword to the magazines. I personally will be adding the powerarmorframe note keyword (PowerArmorFramePurchaseItem [KYWD:xx009844]) from this mod to the mags to see if they pop up in the misc section of my FallUI
Edit: Just confirmed, if you add the powerarmorframe keyword from this mod to the active keywords for the perk mags that are missing from KLEO and Arturo then they appear as both vendors sell power armour. I started a fresh game left the vault, set level to 30. Then moved my player to the quest target for the postman (using the sqt command to show quest target then player.moveto followed by the id number of the taget), collecting the items from the postman. Then coc diamondcityext and do the intro with piper. Enter DC and talk to arturo and it was there for me.
Editedit: might be an idea to see if there is a keyword that vanilla uses that this mod also uses for those vendor form lists and just add the keyword to the perk mags, that way being compatible for people who do and do not use this mod.
hello, Can someone explain what am i doing wrong. mcm show that Complex vendors.esp is missing but it is there in data folder and also it is listed in dlclist.txt im using GOG version 1.10.163
just curious. "This also prevents the player from piling up currency." is this an issue. i mean it's not like i'm a hoarder of have Millions of caps *cough cough* but is this something that can mess with my game? (just an Old foggy noggin player)
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What the hellllll gives? These vendor lists are the biggest mess I've ever seen in this game. Not your mod, I mean the way the game handles them is just stupid af. A single slight edit, something as insignificant as adding one more item to a doctor's vendor buy/sell lists flings the whole levelled list for the given one I'm editing (workshopVendorClinic03 for instance), into absolute chaos! It's either stick with the vanilla game, and have a crappy level of goods. Stick with Complex Vendors as it is, and have horrible selection guaranteed along with broken clinics every once and a while, or edit it to add the items into the containers for the store manually and have it completely screw the vendors.... There seems to be no way to just have goddam vendors that goddam sell whatever the hell I want them to sell.... lol I'm sorry. I'm just hoping you know what my issue is here. How int the world do I edit these vendor CONTs, Formlists, whatever the hell I have to edit, to actually make clinic vendors sell what I want them to sell? The game doesn't seem to go by what I see in the CONT. It also seems to ignore formlists. And your faction edits that include a buy/sell list also seems to make them restricted to sell even less than what's in the formlist, once again, ignoring the formlist. I am .... so thoroughly confused
Edit: I added PowerArmorFramePurchaseItem [KYWD:xx009844] to each of the perk mags to make them appear, the xx is replaced with the load order position this mod is in.
I had this with MAIM 2 (Legacy), as that mod intentionally removes chem and med keywords.
The solution is simple (and insanely idiotic) - add the appropriate keywords from the Immersive Animation Framework mod to the doctors formlist and everything will work.
Edit: Just confirmed, if you add the powerarmorframe keyword from this mod to the active keywords for the perk mags that are missing from KLEO and Arturo then they appear as both vendors sell power armour. I started a fresh game left the vault, set level to 30. Then moved my player to the quest target for the postman (using the sqt command to show quest target then player.moveto followed by the id number of the taget), collecting the items from the postman. Then coc diamondcityext and do the intro with piper. Enter DC and talk to arturo and it was there for me.
Editedit: might be an idea to see if there is a keyword that vanilla uses that this mod also uses for those vendor form lists and just add the keyword to the perk mags, that way being compatible for people who do and do not use this mod.
Can someone explain what am i doing wrong.
mcm show that
Complex vendors.esp is missing but it is there in data folder and also it is listed in dlclist.txt
im using GOG version 1.10.163