Anytime a merchant has caps over 30000 hat (I think 32767 is the yes, really number), the bugs up and you won"t acquire your caps.

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is there any permanent resolve for this,

 

I had 2 vendors that had actually this trouble in a game where ns was using a Money mod that I have actually disabled and I to be able to fix it because that my video game by forcing them come reload or respawn there inventory"s that in NV takes wait for 4 days.

 

 


#2
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Dubious - i haven"t checked recently, yet I seem come recall that when I was working on this proposed mod, the seller caps packages are all simply leveled article lists, which way that whatever the random number generator rolls should end up in the seller chest, right? but there would still be a little amount the "phantom caps" that ns couldn"t account for, and had no idea whereby they to be coming from.

 

EDIT: Although, it might not it is in as facility as I"m making it the end to be. Rather of a limit of 30,000 caps, i could set the manuscript to cull anything over 25,000 caps, and also that should leave many of leeway because that what the seller has in their an individual inventory and any "phantom caps"

 

EDIT 2: Is over there a means to operation a manuscript on a persistent recommendation that doesn"t have actually a reference Editor ID? no one of the chests in the buried merchant chests cell have actually Editor IDs, back they"re persistent references. Making use of the numerical HexID in a script doesn"t work.

Edited by user826, 02 September 2019 - 10:49 PM.


#10
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GamerRick

The trouble is that they coded the vendor caps to be in a signed short int.

 

The standard definitions for c and C++ (and all various other languages I have learned):

 

short int = 2 bytes = 16 bits = half word (this is what they used for the vendor caps)

int = 4 bytes = 32 bits = native (this is what they should have used)

long int = 8 bytes = 64 bits = double word

 

*All of these deserve to be identified as signed or unsigned, which changes the selection of feasible values.

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This has actually nothing to execute with the 32-bit CPU border of the OS, or (in the situation where we space using a 64-bit CPU and OS) the truth that they tho compiled the regimen for 32-bit.  The trouble would still exist if lock recompiled the routine for 64-bits, if castle left it as a 2-byte short.  Bethesda could have resolved it by changing the worth to an int in any kind of of their recompiles the the source code for consoles and also the PC.