Anytime a merchant has caps above 30000 caps (I think 32767 is the actual number), it bugs up and also you won"t gain your caps.

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is there any kind of permanent fix for this,

 

I had 2 vendors that had actually this problem in a video game where ns was making use of a Money mode that I have disabled and I was able to settle it because that my game by forcing them to reload or respawn there inventory"s the in NV takes wait for 4 days.

 

 


#2
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Dubious - i haven"t checked recently, but I seem come recall that as soon as I was functioning on this suggest mod, the seller caps packages are all simply leveled item lists, which method that every little thing the random number generator rolfes should finish up in the vendor chest, right? however there would still it is in a little amount of "phantom caps" that ns couldn"t account for, and had no idea whereby they to be coming from.

 

EDIT: Although, it may not be as facility as I"m make it out to be. Rather of a border of 30,000 caps, i could collection the script to cull anything end 25,000 caps, and that need to leave plenty of leeway because that what the seller has in their personal inventory and any "phantom caps"

 

EDIT 2: Is there a way to run a manuscript on a persistent referral that doesn"t have a reference Editor ID? nobody of the chests in the buried merchant chests cell have Editor IDs, back they"re persistent references. Making use of the number 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 seller caps to it is in in a signed short int.

 

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

 

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

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

long int = 8 bytes = 64 bits = double word

 

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

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This has nothing to carry out with the 32-bit CPU border of the OS, or (in the instance where we space using a 64-bit CPU and also OS) the reality that they tho compiled the regime for 32-bit.  The difficulty would still exist if lock recompiled the program for 64-bits, if they left it together a 2-byte short.  Bethesda could have fixed it by transforming the worth to one int in any of their recompiles that the resource code because that consoles and the PC.