Home » MODDING HQ 1.13 » v1.13 General Development Talk » Additional Merchant question
Additional Merchant question[message #339285] Thu, 05 February 2015 22:58 Go to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
I'd like to set up a generic "General Store" merchant (and maybe a few other types) where non-military items can be bought -- at the General Stores on the maps. I've searched for clues on how to start but have come up empty. I know there is an .XML file for additional merchants -- one additional merchant being defined in that file but I have not yet encountered that generic merchant in-game.

Is it possible with r7435b7609? If so, can you point me to some directions? Thanks!




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Additional Merchant question[message #339297 is a reply to message #339285] Sat, 07 February 2015 01:19 Go to previous messageGo to next message
CVB

 
Messages:136
Registered:September 2014
Location: Berlin
As I understand the process, you can make only existing characters (those with a profile ID, not generic civilians) into merchants. The additional merchant you found is one of the NPC Hicks (forgot if father or son) who was made by Flugente to now sell milk and beef.
I never tried to make mercs into merchants, but generally speaking you are limited to use existing NPCs, and not all of those can usefully be made into merchants (makes no sense to turn Queen D or Kingpin's assassins into into grocery store owners, for example). This still leaves you with quite a list to work with, here are some ideas:

  • Head miners might buy explosives (simulating that mines get more productive if you supply them with the tools of the trade)
  • Joey sells marbles and buys porn
  • Hans sells and buys porn and videos
  • Martha and Auntie sell apple pie, bread, fruits and vegetables
  • Madame Layla sells handcuffs
  • The manager of the San Mona fight club buys steroids (energy boosters)
  • The Balime museum warden buys items of historic interest (which might have to be added to the item list first)
  • Kingpin and the Riccis buy luxury goods (silver plates, cuban cigars)
  • Alma medical staff buys and/or sells medical supplies
  • Dave sells toolkits

The problem is that none of these have specific dialogues for trading, so Hans might randomly threaten to kill you for buying porn from him :-)
Exception: Tina at Grumm was originally intended to repair armor, she now sells/buys clothes and LBE gear. So there already is dialogue, even if it doesn't fit exactly.

You can also move around some of the barkeepers (does San Mona really need three barkeepers, Drassen two, while Chitzena, Alma, Cambria, Balime and Meduna get none?). Some general goods can be added to their inventory. Not quite as immersive as having dedicated general store merchants, but the game effect is the same whether you buy from one or two guys in a sector.

Sam's Hardware Store could be moved from Balime, leaving Franz and Howard there.

Last idea I have is to import the two merchants from UB (if it works for mercs, it should work for NPCs), even if their NPC scripts might have to be modified a bit. At least you get the appropriate speech files.





Peace is a purely theoretical state of affairs whose existence we deduce because there have been intervals between wars.
J. Pournelle
Re: Additional Merchant question[message #339299 is a reply to message #339297] Sat, 07 February 2015 02:13 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
Thank you for the detailed and thorough answer! You've given me a lot to think about, and have clarified the issue for me.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Aw: Re: Additional Merchant question[message #339316 is a reply to message #339299] Sat, 07 February 2015 16:30 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
edmortimer schrieb am Sa, 07 Februar 2015 01:13
Thank you for the detailed and thorough answer! You've given me a lot to think about, and have clarified the issue for me.

Any chance you're going to inhabit Omerta rebuilt with a merchant?



JASP - Jagged Alliance StrongPoint
ja-strongpoint.com
Your source for useful gameplay information about JA 2 1.13
Re: Aw: Re: Additional Merchant question[message #339320 is a reply to message #339316] Sat, 07 February 2015 20:50 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
It's definitely a good idea, I think. But the entire situation regarding NPCs, and what it means to re-purpose one, has to be carefully considered. I'm letting you work on the Omerta maps, as right now I'm in the middle of other stuff. Alternate maps for Omerta might get difficult considering the NPCs there, and the quests involved, and the possibility of breaking the continuity of the game-in-progress. It'll take a lot of playtesting -- probably should start out with basic alternate maps (maps with minimal changes) and switch them in-game at different progress points and see what happens.

I'd be much happier if we could create a new NPC for the merchant . . . yeah, I know . . . animations, voice files, etc, etc. A lot of work just for someone to sell shovels, sandbags and toolkits (for example). Importing one seems to be the better option than moving an existing NPC.

I'm not doing any modification of the Omerta maps right now.





Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Aw: Re: Aw: Re: Additional Merchant question[message #339322 is a reply to message #339320] Sat, 07 February 2015 22:24 Go to previous messageGo to next message
ATigersClaw

 
Messages:130
Registered:October 2014
Location: Braunschweig, Germany
edmortimer schrieb am Sa, 07 Februar 2015 19:50
It's definitely a good idea, I think. But the entire situation regarding NPCs, and what it means to re-purpose one, has to be carefully considered. I'm letting you work on the Omerta maps, as right now I'm in the middle of other stuff. Alternate maps for Omerta might get difficult considering the NPCs there, and the quests involved, and the possibility of breaking the continuity of the game-in-progress. It'll take a lot of playtesting -- probably should start out with basic alternate maps (maps with minimal changes) and switch them in-game at different progress points and see what happens.

I'd be much happier if we could create a new NPC for the merchant . . . yeah, I know . . . animations, voice files, etc, etc. A lot of work just for someone to sell shovels, sandbags and toolkits (for example). Importing one seems to be the better option than moving an existing NPC.

I'm not doing any modification of the Omerta maps right now.


I'll work on the maps but leave everything else as it is for right now. Looking forward to what you come up with.



JASP - Jagged Alliance StrongPoint
ja-strongpoint.com
Your source for useful gameplay information about JA 2 1.13
Re: Aw: Re: Aw: Re: Additional Merchant question[message #342842 is a reply to message #339322] Thu, 15 October 2015 18:15 Go to previous messageGo to next message
GunMoose
Messages:3
Registered:October 2015
Did anyone make a success in creating additional merchants?
Re: Additional Merchant question[message #345616 is a reply to message #339297] Sun, 22 May 2016 09:41 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
Quote:
generally speaking you are limited to use existing NPCs,
(as additional merchants)

Can only existing NPCs become merchants? I am trying to add Betty Fung from UB into my mod. She appears, connects to her .EDT file (the proper text balloons come up when you speak with her), but she doesn't connect to her voice files (in NPC_Speech) and her inventory is empty. Neither will she buy anything. I've checked, double-checked, and re-checked again and again, but cannot find anything amiss in any of the files -- MercProfiles, MercStartingGear, MercOpinions, Merchants, BettyInventory, her .EDT & her .NPC.

I had to move her from index 73 to index 219. The Merchants.XML only went up to 169 in NPC IDs, so I added the rest up to 220. Is that my problem? Does she have to be within the first 169 NPC IDs?




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Additional Merchant question[message #345617 is a reply to message #345616] Sun, 22 May 2016 11:03 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
She's working in AIMNAS. You might have to check some of the xml files to enable speech and such.


Re: Additional Merchant question[message #345632 is a reply to message #345617] Sun, 22 May 2016 18:36 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
Quote:
She's working in AIMNAS. You might have to check some of the xml files to enable speech and such.


Yes, I forgot the SoundsProfile.XML -- thank you. So that fixes her sound, but she still does not have any inventory and she will not buy anything. I see in AIMNAS you have her at slot 65 -- within the first 169 slots. I may have to move her there instead of slot 219 -- and see if that fixes her merchant inventory problem.

[Updated on: Sun, 22 May 2016 19:54]





Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Additional Merchant question[message #345635 is a reply to message #345632] Sun, 22 May 2016 21:05 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
Nope . . . I moved her to slot 065 and she still has no inventory and will not buy things she should. I'm missing something somewhere . . . but don't know what.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Additional Merchant question[message #345639 is a reply to message #345635] Mon, 23 May 2016 05:09 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
Bummer . . . I worked all day and evening on this to no avail. No matter what I try I can't get her inventory to appear. Nothing looks amiss in any of the files. She works fine in all other ways -- just her buy/sell inventory is blank. Her BettyInventory.xml is OK -- I even switched it out for another merchant who I know works . . . nothing.

Anybody have any ideas?




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Additional Merchant question[message #345640 is a reply to message #345639] Mon, 23 May 2016 07:17 Go to previous messageGo to next message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
OK, I switched her and Darrel in Merchants.xml -- meaning, just made Betty index 20 and Darrel index 21 . . . and Betty somehow ended up with Darrel's inventory in the game . . . how does that work? How does DarrelInventory.xml and BettyInventory.xml get assigned, and where?

EDIT: Even deleting DarrelInventory.xml and Darrel from Merchants.xml and all saved games . . . still Betty comes up with Darrel's inventory. So where is Darrel's inventory hiding?

EDIT2: Never mind . . . I finally figured it out.

[Updated on: Mon, 23 May 2016 08:31]





Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Re: Additional Merchant question[message #345646 is a reply to message #345640] Mon, 23 May 2016 11:30 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
edmortimer wrote on Mon, 23 May 2016 06:17
EDIT2: Never mind . . . I finally figured it out.


Mind sharing what the problem was?


Re: Additional Merchant question[message #345652 is a reply to message #345646] Mon, 23 May 2016 17:56 Go to previous message
edmortimer

 
Messages:813
Registered:January 2015
Location: Home Free
Somehow (I'm getting old . . .) I got turned around and was trying to use BettyInventory & DarrelInventory instead of Additional_Merchant_xx_Inventory . . . not seeing the Additional_Merchant_xx files in my AV file structure (VFS) they were out of mind until I switched Betty & Darrel.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum

Previous Topic: Resolution issue
Next Topic: Polish exe compile for 8246
Goto Forum:
  


Current Time: Wed Sep 20 08:49:30 EEST 2017

Total time taken to generate the page: 0.01312 seconds