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 Post subject: Problem with Spell Vendors--Any Advice?
PostPosted: Mon May 03, 2010 4:31 pm 
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Layman
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Hi all,

I've spent the past few days researching how to add and remove spells from vendor lists. It seems very straight forward, but it is not working for me. In the CS, I have added spells to vendor lists, deleted them, but when I save and play the game, no changes to spell inventory have occurred (I am restricting myself to Edgar Vautrine at the moment).

I also have Supreme Magicka, and I tried to mod that file directly, and still no changes occurred. Then I tried to create a quest script that would remove and add these items, but when the quest ran, nothing changed. I also tried to directly mod the startup quest that SM uses, and I was unable to add any preexisting spells to new vendors.

I am probably missing something simple, but does anyone know what I could be doing better?

Thanks!
Underground


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 Post subject: Re: Problem with Spell Vendors--Any Advice?
PostPosted: Mon May 03, 2010 6:08 pm 
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Champion
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I may just be stating something you find very obvious, but are you adding/removing spells that your in-game test character already has in his spellbook? If so then they're not going to show up in the vendor's inventory no matter what you do.

Other than this I can't help you.


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 Post subject: Re: Problem with Spell Vendors--Any Advice?
PostPosted: Wed May 05, 2010 2:37 pm 
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Warder
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Welcome to UESP Forums.

Best way for adding spell to wendrs is whit script.
Wen i whas creating my spells i used script from OOO to add spell to wendors.
Thing abouth using that script is that will never make conflikt wen other mod
change same thing whit existing wendors, and spell will be added no mather what.
Only problem i have whit that script is that quest in old script have 0 priority,
so my script never worck that way, but wen i changed priority of quest to 20 then it whas worcking.
And abouth new wendors idk what may be problem becouse like i know that is the easy part.
And you can trie to make clean save if you changing existing mod.
So after editing for example SM, deactivate that mod and enter game and save you character,
then exit game and activate that mod agen and see if your edits worck wen you enter game.

_________________
Now my blind eyes see what others cannot!


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 Post subject: Re: Problem with Spell Vendors--Any Advice?
PostPosted: Wed May 05, 2010 4:06 pm 
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Layman
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That actually worked--thanks a lot!


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