Merchant Archive
Thread: City Vendors Not Initializing Workaround at least until SOE foolishly nerfs it
Ok, I want to share a workaround for a problem several of the merchants in my city have been having. First the problem, several of our merchants with only business 3 or 4 have put down a vendor but it won't initialize. Ok that sounds familiar. Well, the solution that has worked a few times already is to /setperm admin username in city hall even though their vendors are in other non-civic structures (small and medium tatooine houses). Why does this work, and what are my constituants going to do once they blanket nerf /slash commands in civic structures?
Padre Book
Paweh wrote:
I'm not sure why you don't just use the TERMINAL Vendor Workaround stickied at the top of this forum...
Because one of my merchants read that and tried it and it didn't work. Plus this is easier, because I don't have to spend 30-40 minutes trying to explain it to him/her.
Padre
I know a number of people have had trouble getting that method to work but I haven't had a single failure to get that method to work and I've done it probably 15-20 times now testing it on both Starsider and Test Center.
I have no idea why having admin in the city hall would have any bearing whatsoever
DocSavag wrote:
I know a number of people have had trouble getting that method to work but I haven't had a single failure to get that method to work and I've done it probably 15-20 times now testing it on both Starsider and Test Center.
I have no idea why having admin in the city hall would have any bearing whatsoever
Because to more than to disable a whole category of things would require spending some time on it.
Padre
I'm sorry I'm not sure what you are saying here. I'm just not sure why the admin list on a structure would have any effect on initializing a vendor in another structure. There is nothing special about the admin list on a city hall that I am aware of.
PadreBook wrote:
DocSavag wrote:
I know a number of people have had trouble getting that method to work but I haven't had a single failure to get that method to work and I've done it probably 15-20 times now testing it on both Starsider and Test Center.
I have no idea why having admin in the city hall would have any bearing whatsoever
Because to more than to disable a whole category of things would require spending some time on it.
Padre
DocSavag wrote:
I'm sorry I'm not sure what you are saying here. I'm just not sure why the admin list on a structure would have any effect on initializing a vendor in another structure. There is nothing special about the admin list on a city hall that I am aware of.
PadreBook wrote:
DocSavag wrote:
I know a number of people have had trouble getting that method to work but I haven't had a single failure to get that method to work and I've done it probably 15-20 times now testing it on both Starsider and Test Center.
I have no idea why having admin in the city hall would have any bearing whatsoever
Because to more than to disable a whole category of things would require spending some time on it.
Padre
Hey, I'm not saying it makes sense, but it does work. The city hall somehow affects the merchant vendors in the nearby area. Probably related to the fact that the city hall/city is overlaid over the terrain in the larger area (as opposed to a traditionaly placed object--factory, house etc.), you see evidence of that sometimes when dismounting a mount or in the city halldrift. My point is how long does it take to explain that workaround to someone that doesn't read the forums? Besides we need to be able people to the city hall's admin list for other reasons too not just this workaround.
Padre