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[LE] Can't Put Quest Alias on an Item


branlof776

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EDIT: I found a work around for my own problem shortly after making this post, if anyone has a similar issue to mine below, here is how I fixed it:

In stage 0 of my quest I added a property to the script that was an ObjectReference to the shield I mention below, here I was able to select the object in the render window. Then in the script fragment, I wrote "alias_Shield.ForceRefTo(Shield)" this line forced the object from the property I made to be that alias. This worked perfectly. Its a few extra steps rather than just forcing it in the alias tab by itself, but it is a working fix.

 

 

 

Hello, I've been trying to put a forced quest alias on a shield object but it does not seem to do anything.

 

Here's how the quest is supposed to be played until this point:

  • Get courier note
  • Talk to sender
  • Go to a location
  • Talk to NPC outside of location
  • Find Shield (this is the part I'm stuck at)

Everything works as I want it to up until this point. After talking to the second NPC outside of the location, the quest object updates as it should but no quest marker appears on the shield I have. Right now, for testing purposes, I have a default Dwarven Shield sitting on the ground inside of my location and I forced the quest alias to that specific shield using the render window method. I also checked it off as a quest item but I can pick it up and drop it as if it was a normal shield. This shield will eventually be replaced by a unique shield.

 

My question is, how can I get this alias to fill on the shield? As I said above, I tried just making it a specific reference and selecting it in the render window.

 

I also tried doing the "Create Reference to Object" option by creating it in one of my NPCs who has a working Alias on them.

 

Thank you for any help.

Edited by branlof776
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If it is a run once quest and a unique shield not a repeating quest that has repeating random shields one do you absolutely NEED to have it as an alias? Can't you just have a unique shield that updates the quest stage when picked up by a script. If it is a run once quest it doesn't matter if the shield is dropped and picked up again at a different stage of the quest. I hate having un-needed aliases or quest objects that you can't drop. Most of the problems with the vanilla quests are due to aliases and their problems. They are needed for repeating randomly generated quests or if you want to add separate packages onto vanilla NPCs during a quest but most of the time they are not needed.

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