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Joined: Jul 2014
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Rhidian Offline OP
addict
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addict
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Joined: Jul 2014
In general, what are the steps necessary to add a merchant to the main campaign?

My understanding has been that the merchant:
1) Must be Global
2) Be added to the trader list (or have methods necessary for dialog)
3) Have a dialog
4) Have an inventory with which trade can occur

In actuality, I am trying to create a merchant that can be summoned via a Skill, but my attempts so far at adding dialog have not been successful.


[Linked Image]

I can summon the character, but I'm not sure how to get the dialog working.

Code
INIT
Trader(CHARACTER_Twilight_Merchant_001);
DB_Dialogs(CHARACTER_Twilight_Merchant_001,"TwilightMerchant");

That is the contents of my custom Story file so far. "TwilightMerchant" should supposedly be referring to my mod's TwilightMerchant.lsx

My dialog file only consists of a Greeting and Leave node.


Any thoughts?

Joined: Jul 2014
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apprentice
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Joined: Jul 2014
I got this working a while ago by doing what you did and then assigning the dialog to the default dialog node in the merchant's sidebar and then calling CharacterSetHasDialog. Who knows which of those steps are even necessary, you might be able to just use the default dialog node and call it a day.

Obviously this isn't how the campaign itself does it, since I don't think any of the merchants in the game have assigned default dialog.


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