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DS2 Shop Keeper settings .... how do you adjust them?

garthagain's picture

Am using the DS2 Shopkeeper settings in my updated map, for example; "Store ... local-spec" = "act_3_armor_store" , "store-add-crafted .... template base" = "amr_a3".

Have tryed several things to modify the basic store settings, such as quests from the map, but nothing changes. Always end up with the basic store ingame.

I would like them to change, and add in special items.

[EDIT]- Checked out the Veteran and Elite maps, and the shops do upgrade, just as in the Original map. So that's good.

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garthagain's picture

Just looked at this file, found in the "info" folder of every DS2 map. This is were you can make changes to your shopkeepers stock. Going to see what I can do here.

One thing I really want in mercenary shops is colossal size health and mana potions. Looks easy enough.

garthagain wrote:
Just looked at this file, found in the "info" folder of every DS2 map. This is were you can make changes to your shopkeepers stock. Going to see what I can do here.

One thing I really want in mercenary shops is colossal size health and mana potions. Looks easy enough.

Shops.gas: Stores can have a [potion] section, which you possibly have to add. Then however il_main = #potion; should be sufficient since the appropriate potion size will be automatically assigned depending on your party level - enforcing colossal potions it possible too, but possibly making these potions available to (low) levels the map it not really intended for (not so grave though, just a little 'shopping map' exploit).

garthagain's picture

What I have done with the shop gas, is turn all the Act 1 shops into specialised "super" stores, with the exception of the reagent shop. These stores carry all items, from level 0, to whatever the highest levels available, in all maps; mercenary, veteran, and elite. For example, the Magic Shop carries all spells, rings, and books, etc.
Level 0 items are important if you want to start a new skill, were the character doesn't have any experience.

In Vers.1.2 of the Dawn of the Third Age map, I'll put these shops in Eastport.

I am doing it this way, rather than making all new shops, to cut down on file size. All the Act 1 items will still be there.

Converted the Act2 Arena shop,which sold tokens, to a super reagent store, with 21 pages of reagents.

Added one new shop, selling only potions.

Added colossal health and mana potions to the Act2 and 3 Magic shops.

garthagain's picture

Looked at the shop gas again and thought What_The_Hay, make new shops instead of converting the existing ones. This way gives more variety.

So, in Take Two, all the origional shops; Acts 1,2, and 3 are default, with the exception of the magic shops, which will all have colossal health and mana potions, at every level. I returned the Act2 Arena Token shop to default, so there won't be any problem using the file in the regular DS2 map.

The new shops are specialised "Super" shops, carrying a full stock, with some items from sets.

New Shops;

Magic ......... With improved content.
Reagents ... All reagents.
Potions ...... All potions.
Weapons ... Wide selection, all levels, plus some set items.
Armor ........ Wide selection, all levels, plus some set items.

Sorry I could not resist finishing the sentence. I do hope the magic/potion shops will continue to sell the colossal versions of the health and mana potions at least until I find out if I can go through the Sulpher Geysers section of the map Big smile
Elf

garthagain's picture

Edited my last post with;

"which will all have colossal health and mana potions,at every level"

garthagain's picture

While working on my "Take Two" shops , more ideas came to me. So .. in Take Three there are three more new shops, for a total eight. Did some adjustments to the first five new shops.

New shops list;

Armor ..................... Wide selection, all levels.
Unique Armor .......... All unique armor.
Weapons ................. Wide selection, all levels.
Unique Weapons ..... All unique weapons
Sets ........................ All set items, plus colossal potions.
Magic ...................... All spells, potions, and misc. items.
Reagents ................ All reagents.
Potions ................... All potions.

Gave the three default magic shops colossal potions for all levels.

Counting the default shops, there are now twenty, all with varying content.

Have yet to integrate these into the Dawn of the Third Age map. Will now probably need more shopkeepers in order to use them all.

garthagain wrote:
While working on my "Take Two" shops , more ideas came to me. So .. in Take Three there are three more new shops, for a total eight. Did some adjustments to the first five new shops.

New shops list;

Armor ..................... Wide selection, all levels.
Unique Armor .......... All unique armor.
Weapons ................. Wide selection, all levels.
Unique Weapons ..... All unique weapons
Sets ........................ All set items, plus colossal potions.
Magic ...................... All spells, potions, and misc. items.
Reagents ................ All reagents.
Potions ................... All potions.

Gave the three default magic shops colossal potions for all levels.

Counting the default shops, there are now twenty, all with varying content.

Have yet to integrate these into the Dawn of the Third Age map. Will now probably need more shopkeepers in order to use them all.

cool, perhaps can make some new different shopkeepers, like Morden, vaikesh, enemies that have talk anims, all would make good shopkeepers, after all unique shopkeepers, should be unique too Wink

garthagain's picture

The problem I face with getting really unique with shopkeepers is that the character has to have the shop settings.

Besides regular shopkeepers, and innkeepers, the base party member characters have the store settings. So I can use knockoffs of Deru, Amren, and the rest.

Going to look and see if there are any others, but you would probably have to make a new character template. That is territory I've never entered.

garthagain wrote:
. . .
Going to look and see if there are any others, but you would probably have to make a new character template. That is territory I've never entered.
Generally it's possible to turn any actor/monster into a shopkeeper.
That's actually not so tricky, you can redress/remodel existing shopkeepers (ok, can be a bit time-consuming finding the right good-looking/working textures), or you can start with any speaking NPC and expand it by the [store] component copied from existing shopkeeper templates plus assigning the correct expiration times for shops (and the indicate_emitter perhaps if you like).

 

Darkelf wrote:
garthagain wrote:
While working on my "Take Two" shops , more ideas came to me. So .. in Take Three there are three more new shops, for a total eight. Did some adjustments to the first five new shops.

New shops list;

Armor ..................... Wide selection, all levels.
Unique Armor .......... All unique armor.
Weapons ................. Wide selection, all levels.
Unique Weapons ..... All unique weapons
Sets ........................ All set items, plus colossal potions.
Magic ...................... All spells, potions, and misc. items.
Reagents ................ All reagents.
Potions ................... All potions.

Gave the three default magic shops colossal potions for all levels.

Counting the default shops, there are now twenty, all with varying content.

Have yet to integrate these into the Dawn of the Third Age map. Will now probably need more shopkeepers in order to use them all.

cool, perhaps can make some new different shopkeepers, like Morden, vaikesh, enemies that have talk anims, all would make good shopkeepers, after all unique shopkeepers, should be unique too Wink


Well, personally I still think unique or set items should drop, and generally not be sold in shops... :o

garthagain's picture

It appears you can't go beyond 8 new shops, if you retain the original default ones.

If you add a ninth shop, whatever one is at the bottom of the list just won't show.

garthagain's picture

For one, they give some much needed variety. They make it possible for every shop of every type to have a different selection.

What I especially like about the unique weapons and armors shops, and the sets shop, is that most of the items are available to low level characters, were they are the most help. I checked them out with a level 0 character, and most were available.

The armor and damage levels of these items, with some exceptions, are not really that high, but they are above what is usually available at lower levels. Using them at higher levels may mean sacrificing some protection and damage levels you could have with the standard fare. Still ... Looks are important.

I am just starting to incorporate the new shops into the Dawn of the Third Age map, and have yet to actually make use of them, and do a thorough assessment.

KillerGremal, in his Mon, 2017-08-28 11:26 post; "New shopkeepers", said "Well, personally I still think unique or set items should drop, and generally not be sold in shops...".

There is a workaround for this; Set the markup high, to make the items really expensive. I won't be doing this, but if anyone else uses these shops, it's easy to do.

[Edit]-Aug.31,2017
Took a look at the Sets Shop pricing and at default 2% markup, the prices are already high.

Once some field testing is done, the file could be uploaded as a mod.

i guess in reality, if a person deems it as cheating they don't have to buy from the shop, and for those that like the availability to purchase those items, it will be win win for them...I too wouldn't buy anything from the shop, that don't mean I wont look, cause I do marvel at the neat graphics of those weapon and armors...I usually equip stuff that drops on ground when I play, I seldom buy stuff, the junk I usually feed to a pet. but I generally keep most of the loot in the storage. question now is how does this mod differ from the super shops mod? another loophole is does each of the 8 pages stay within the 255 item container limit, the shops could cause save game corruption, so may way to test some saves before releasing.

garthagain's picture

Darkelf on Thu, 2017-08-31 09:04. "i guess in reality, if a"

"question now is how does this mod differ from the super shops mod? another loophole is does each of the 8 pages stay within the 255 item container limit, the shops could cause save game corruption, so may way to test some saves before releasing."

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I didn't even know the Super Shop Mods existed until reading the quoted post.

Have looked at the ds2 supershops, and bw_SuperShops-2 by Volkan, and they are very different from what I have done. He added the new items to the Act 1 shops, while I have made new stand alone shops.

What will happen with the modifyed Act 1 shops, is that when you go to the veteran and elite maps, more items are added by the game. This is where there could be trouble with a 255 item container limit, as far as I can tell.

Also, Volkan modifyed some template files. I did not. (Am I missing some items?)(Don't know)

The new shops I've made do not have anywhere near the content of Volkan's shops, or the existing Dev Super Store for that matter.
I have yet to look at a couple new shops in veteran and elite modes, but the ones looked at do not change or add more content.

So .... there is no way the new shops can cause any problems. If, when I look at the two shops not yet tested and find a problem (not likely), it will be corrected.

I should note there is a way to add extra content to some of the new shops. This can be done in the Shop Keeper's settings. Even doing this however will not bring the shops anywhere near a 255 item limit.

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