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OddsAndEnds - Modified Items Trader

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Mod version:1.0
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

Tired of using console commands to get items added by other mods? Would you like to have access to ALL models of weapons and armor in one place?


You don't want to cheat them and you prefer to fork out? Then this mod is for you.... read on!




ALSO AVAILABLE FOR SKYRIM!


Changelog:


V1.1


I realized that I had an older version of FO4Edit and some filters for non-game weapons had changed.


SCRIPT will now properly filter out any weapons or armor marked as non-playable, and filter out any armor that does not contain either the HUMAN or DOGMEAT races. I have excluded all other races, but can add them back on request or add a new dialog option to


so that the user can choose to include non-human armor/clothing. Please provide feedback on this.





What is it:


EDIT: In a nutshell, it adds a trader who will sell weapons and armor from any other fashion you set!

The purpose of this fashion is to provide a way to add all weapons and armor added to the game by fashion, without the need for console commands or the need to meet the requirements of a crafting pen.


First, he adds an NPC (Mr. Darius at the Goodneighbour's Hotel Rexford) to the game.


The mod also adds a script that will allow you to generate a patch (or make changes to the previous patch) by selecting


the mods you want to enable and scan them for WEAP or ARMO records before copying them to the merchants inventory container.


The script is very easy to use (see Instructions) and is easily updated when new mods are added. If you remove mod


it is also very easy to simply remove the patch and create a new one without having to download this mod again.





Requirements:


FO4Edit

MXPF Framework (see note below)


This mod uses the MatorTheEternals MXPF framework. It’s essentially a library of pre-built functions for FO4Edit that saved me a lot of time by quickly accessing its functions, not by having to code them myself.

MXPF was designed to work with TESVEdit from Skyrim, but the features I used will work with FO4Edit without errors.

Follow its installation instructions, BUT instead of copying to the TESVEdit directory, you will copy to the FO4Edit directory.

Even if you already have a MXPF framework for Skyrim, you will still have to copy it to the FO$Edit directory.




Installation:


Installation video here thanks to Nozi87




Step 1:

Read the requirements above to make sure you have FO4Edit installed as well as the MXPF framework.



Step 2:

Download BOTH Fashion Files from this Fashion page. Odds&Ends_BASE and Odds&Ends_SCRIPT.



Step 3:

Install Odds&Ends_BASE, just like any other mod, and set the order in which it is loaded to the bottom.


NOTE: This mod doesn't have to be at the bottom, but it MUST be below all mods that add weapons or armor that you


that you will add to the merchant.



Step 4:

Extract Odds&Ends_SCRIPT and copy the .pas file to the FO4Edit directory into the Edit Scripts folder.



Step 5:

Start FO4Edit, leave the default selection (all active mods) and wait for the download to complete.


MAKE sure Odds&Ends_BASE.esp is always marked active, if not, make sure to mark it.



Step 6:

In the left pane of the window, right-click on any of the plugins and choose "Apply Script".


A pop-up dialog appears. Use the drop-down menu and navigate to Odds&EndsScript.pas, then click OK.



Step 7:

You will be asked to either generate a new patch or add it to the previous one. If this is the first time you are running a script, just choose YES (NEW). Option NO (ADD) is intended for those who want to add more plugins to their patch without selecting old ones again.



Step 8:

Then you will be offered a pop-up graphical interface for choosing mods. It's up to you, but I wouldn't recommend choosing plugins from vanilla or DLC, as it will greatly overload the list of NPCs (which means you will need a lot of time to view everything that is sold).


If you have previously selected ADD to an existing patch, selecting the mod you previously added will create duplicates.



Step? 9?

Click OK and let the patch run.


If this is the first time you are running a patch, you will be prompted to give the plugin a name.


You can call it whatever you want, but I suggest something like OE_Patch. This will only happen the first time you start.


When it is finished (you can see its status in the message window), you can just close FO4Edit, a window will appear with the name of your new plugin and check box, make sure it is checked and click OK, if you do not check the box, then your plugin will not be saved.



That's it!

Now you will have TWO plugins:


Odds&Ends_BASE.esp


and OE_Patch (or what you called it).


The patch MUST be placed after BASE esp and both esp must be active.


If you do not activate one of them, it will result in either a CTD before the main menu or an NPC trader having an empty inventory.

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Game Version *

all (OddsAndEnds_BASE-16410-V1-0.zip)