The following weapons cannot be sold:
<ul><li>Blunderbuss</li><li>Borgiablade</li><li>Stinkpot</li><li>Etherbottle</li><li>Grenade</li><li>Poisoned Throwingknife</li><li>Sandbag</li><li>Thief's Knife</li><li>cobblestone</li></ul>
Fixed it by adding "skiptrade = false;" (i put it directly below skipsell = true);
Exception: Cobblestone - there was skiptrade set to true - I set it back to false and added
skipsell = true.
Eventually, however, skiptrade = true might make more sense (who would buy simple stones???), but then the comment ("you can't by them") should be changed to "you can't trade them" so that it is clear that this is the desired behaviour. Eventually my changes might be carried over, but the price set from 10 to 0 (or are these stones especially rare or pretty, that someone would pay for them some money?).
(Find the locations by searching the weapon name, there is a comment for each item.)
Unsellable items:
<ul><li>Fine Wine</li><li>Bottle 'o Rum</li><li>Leeche</li><li>Tincture of Laudenum</li><li>Confectio Damocritis</li><li>Acetum Saturninum</li></ul>
I renamed the parameter skiptrade to skipsell and changed the code as below for these methods:
<ul><li>InitSpyglass</li><li>InitPotion</li><li>InitApothItem</li></ul>
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-spacere;overflow:auto'>itm.skiptrade = false;
itm.skipsell = skipsell;
itm.skiprand = skiprand;
itm.skipequip = skipequip;</div>
Note that itm is called spyitm/potionitm in the corresponding methods.
The change in InitSpyglass was not necessary, as there was no glass marked as unsellable, but I preferred to have it adapted analogously.
InitItem has two separate parameters, so I left this one unchanged. (Exception: I removed the if clause and assigned skipsell direcly, as this worked fine for the others and appears more readable).
I suggest, however, to check for all items generated by using this method to be checked for the skiptrade parameter, as for some I do not see why they should not be sellable (e. g. the holy crosses - tattoos however I'd certainly leave unsellable...), there might be some legacies...
Yet two other bugs:
<ul><li>Some items (mainly quest items, i suppose, concretly e. g. the "Navy Papers") cannot be put into chests directly - however, I can get them there by swapping them with another item!
I have no fix for that (so far), so this is up to you modders... </li><li>I have an officer using the "Old_mat1" model. When thalking to him, there is no picture of him available (however, in the characters view, there is). Tried to reproduce it, but so far did not meet another person using this model. Will report, as soon as this happens.</li></ul>
<ul><li>Blunderbuss</li><li>Borgiablade</li><li>Stinkpot</li><li>Etherbottle</li><li>Grenade</li><li>Poisoned Throwingknife</li><li>Sandbag</li><li>Thief's Knife</li><li>cobblestone</li></ul>
Fixed it by adding "skiptrade = false;" (i put it directly below skipsell = true);
Exception: Cobblestone - there was skiptrade set to true - I set it back to false and added
skipsell = true.
Eventually, however, skiptrade = true might make more sense (who would buy simple stones???), but then the comment ("you can't by them") should be changed to "you can't trade them" so that it is clear that this is the desired behaviour. Eventually my changes might be carried over, but the price set from 10 to 0 (or are these stones especially rare or pretty, that someone would pay for them some money?).
(Find the locations by searching the weapon name, there is a comment for each item.)
Unsellable items:
<ul><li>Fine Wine</li><li>Bottle 'o Rum</li><li>Leeche</li><li>Tincture of Laudenum</li><li>Confectio Damocritis</li><li>Acetum Saturninum</li></ul>
I renamed the parameter skiptrade to skipsell and changed the code as below for these methods:
<ul><li>InitSpyglass</li><li>InitPotion</li><li>InitApothItem</li></ul>
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-spacere;overflow:auto'>itm.skiptrade = false;
itm.skipsell = skipsell;
itm.skiprand = skiprand;
itm.skipequip = skipequip;</div>
Note that itm is called spyitm/potionitm in the corresponding methods.
The change in InitSpyglass was not necessary, as there was no glass marked as unsellable, but I preferred to have it adapted analogously.
InitItem has two separate parameters, so I left this one unchanged. (Exception: I removed the if clause and assigned skipsell direcly, as this worked fine for the others and appears more readable).
I suggest, however, to check for all items generated by using this method to be checked for the skiptrade parameter, as for some I do not see why they should not be sellable (e. g. the holy crosses - tattoos however I'd certainly leave unsellable...), there might be some legacies...
Yet two other bugs:
<ul><li>Some items (mainly quest items, i suppose, concretly e. g. the "Navy Papers") cannot be put into chests directly - however, I can get them there by swapping them with another item!
I have no fix for that (so far), so this is up to you modders... </li><li>I have an officer using the "Old_mat1" model. When thalking to him, there is no picture of him available (however, in the characters view, there is). Tried to reproduce it, but so far did not meet another person using this model. Will report, as soon as this happens.</li></ul>