Crazy J Posted June 9, 2009 Share Posted June 9, 2009 I'm new to the GECK and working on my first quest. I have everything down, but when I go to search the corpse the item isn't there. If I place the item on the ground, however it works. I want the quest item to be held by the creature. I'm using the following script for the item in question: "scn (item name) Begin OnAdd Player (quest name) 35 1 setstage (quest name) 40EndIf End" Link to comment Share on other sites More sharing options...
Lucidx Posted June 9, 2009 Share Posted June 9, 2009 Well make absolutely sure the item is inside the persons inventory in the geck. But if it is still not working, a quick remedy would be to give the character a key to a chest containing the item, rather than putting the item in his inventory Link to comment Share on other sites More sharing options...
TGBlank Posted June 9, 2009 Share Posted June 9, 2009 apart from the foe not having the item in his/her/its inventory, are you sure that you marked the item as playable? you also have an error on your script. Begin OnAdd Player (quest name) 35 1 is not a valid command. With OnAdd you can specify a specific container (Player), but the quest thing is absolutely out of place there. Link to comment Share on other sites More sharing options...
Crazy J Posted June 10, 2009 Author Share Posted June 10, 2009 Reply 1 - Yes the item is in the creatures inventory. The item also happens to be a part of the creature, it's ass to be percise. It'd be kind of silly to find it in the chest. Repy 2 - I'm using a renamed copy of mole rat meat named 'mole rat ass' as the quest item. How do I set it as playble? The quest item triggers the nest stage f the quest. I thought that was part of the script. Link to comment Share on other sites More sharing options...
TGBlank Posted June 10, 2009 Share Posted June 10, 2009 There should be a checkbox that says playable, it should be activated, otherwise the item will be there, but it will be invisible to the player. Also, if you've been constantly loading the game, testing, saving, change the mod, repeat, it is possible that the npc or creature in question has not been updated between saves, waiting for 3-4 days in a secluded place or calling resurrect on the npc or creature through console should fix this. What you want to do in the script is: scn (item name)Script Begin OnAdd Player If ( getstage (quest name) == 35) setstage (quest name) 40 EndIf End Link to comment Share on other sites More sharing options...
Crazy J Posted June 10, 2009 Author Share Posted June 10, 2009 Sorry, type-o. My script is as follows. begin onadd player setobjectivescompleted respondtodistresscall 35 1setstage respondtodistresscall 40 endif end Link to comment Share on other sites More sharing options...
Crazy J Posted June 10, 2009 Author Share Posted June 10, 2009 I can't find a playble option to check in either my quest item or the original mole rat meat. Is it the item that I'm using that's the problem? If so could you recomend an item that would best suite being my mole rat's ass? Link to comment Share on other sites More sharing options...
Crazy J Posted June 11, 2009 Author Share Posted June 11, 2009 I got it to work. I had the Quest Item option checked. I unchecked it and the item apears. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted June 11, 2009 Share Posted June 11, 2009 Quest Items can't be dropped, I assume that includes taking the item from an enemy after you kill them. If you want it to be a Quest Item (ie, it's important to the quest and shouldn't be used/eaten/dropped/whatever by accident or intention), you can mark the item as not a Quest Item initially so that the player can take it from the corpse, then set the Quest Item flag to true through script (haven't got the game installed at the moment so I can't check the GECK, but I'm reasonably sure the command is 'set QuestItem YourItem 1, you can check the GrowingUpFast quest for how to do this, it's done with the BB Gun when you finish shooting the targets in the range). Of course, alternatively you could just auto-add the item to the player via your Quest and leave the Quest Item checkbox ticked, that's probably what I'd do in order to make sure the player actually gets the item and can't accidentally get rid of it again until it was time. Use Player.AddItem YourItem 1. When it's time to use the item for your quest, just set QuestItem to false and then use Player.RemoveItem YourItem 1. Link to comment Share on other sites More sharing options...
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