agerweb Posted January 4, 2023 Posted January 4, 2023 I need to provide a player with a journal I can update as the game progresses. The easiest way is to add a journal to their inventory as a quest item and then remove and replace it with an updated versions; but I don't want the game to give the message item added or removed each time. I am aware that I could add an item by using a dummy NPC and transfering: Alias_Actor01.GetReference().RemoveItem(Alias_Object01.Getreference(),1,False,Game.GetPlayer()) which doesn't give a message, but, transfering from the player to an NPC still gives the message - item removed.
maxarturo Posted January 4, 2023 Posted January 4, 2023 Both Papyrus functions AddItem() and RemoveItem() have the flag abSilent = If true, no message will be printed to the screen. Function AddItem(Form akItemToAdd, int aiCount = 1, bool abSilent = false) native Function RemoveItem(Form akItemToRemove, int aiCount = 1, bool abSilent = false, ObjectReference akOtherContainer = None) native
agerweb Posted January 5, 2023 Author Posted January 5, 2023 Both Papyrus functions AddItem() and RemoveItem() have the flag abSilent = If true, no message will be printed to the screen.Function AddItem(Form akItemToAdd, int aiCount = 1, bool abSilent = false) nativeFunction RemoveItem(Form akItemToRemove, int aiCount = 1, bool abSilent = false, ObjectReference akOtherContainer = None) native Excellent, thank you.
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