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[LE] Initially disabled things


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Good afternoon, I have a small question: how can I make a thing in a quest (for example, a display case) appear at a certain stage of the quest or after the quest? There was something similar in one of the quests of the thieves' guild, where you had to look for gems for the crown of Barenziah and then it appeared in their shelter after completing the quest. I heard something about "initially disabled" function for items but I do not know how to use this function specifically

 

I will be glad of any help

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Good afternoon, I have a small question: how can I make a thing in a quest (for example, a display case) appear at a certain stage of the quest or after the quest? There was something similar in one of the quests of the thieves' guild, where you had to look for gems for the crown of Barenziah and then it appeared in their shelter after completing the quest. I heard something about "initially disabled" function for items but I do not know how to use this function specifically

 

I will be glad of any help

 

Is this done in conjunction with dialogue or with a quest just moving to a specific stage?

 

You need to make the item an alias.

 

In the alias tab you will have several ways of pointing out the object you want. If this is something in the world I'd just use the one that allows you to click on it. There is also a tickbox for allow disabled/enabled (or something like that.)

 

In the tab where the quest stages are you will see an area under "log entry." Right Click and choose new. This will "ungray" the box where you can put thisscript fragment in. It will be under "Papyrus Fragment."

 

Alias_MyAlias.TrytoDisable()

 

The "MyAlias" is the name of the alias you made. You can substitute "Disable" for "Enable" if you want the item to appear. Just make sure you "tick" the initial disable box that Kevek mentioned.

 

 

If you are doing this in conjunction with dialogue then you can use this to set the stage in the appropriate dialogue area in a box that says "end"

 

GetOwningQuest().setStage(#)

 

where "#" is the number for the stage to move to. You will of course want to put the trytoenable/disable script fragment (as above) in this stage of the quest.

 

This is all thanks to Cumbrianlad on this site who helped me with this as I have a lot of this in my mod.

Edited by Sovrath
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I use:

 

Alias_Name.GetReference().Enable()
Alias_Name.GetReference().Disable()

 

TryToDisable is only really useful if you have Alias' that are not yet filled (ie you have set as optional) because it checks first.

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I use:

 

Alias_Name.GetReference().Enable()

Alias_Name.GetReference().Disable()

 

TryToDisable is only really useful if you have Alias' that are not yet filled (ie you have set as optional) because it checks first.

 

That's good to know thanks!

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