agerweb Posted January 4, 2023 Share 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. Link to comment Share on other sites More sharing options...
maxarturo Posted January 4, 2023 Share 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 Link to comment Share on other sites More sharing options...
agerweb Posted January 5, 2023 Author Share 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. Link to comment Share on other sites More sharing options...
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