Tiziano74 Posted August 13 Share Posted August 13 Hi I'm using a TalkingActivator as a "speaking" menu for a dragon's claws display, with its Trigger as activator and an hidden Container where to physically move the claws. I made the dialogue quest and everything works fine, with the RemoveItem and the EquipItem in the dialogues scripts. Now i would like to make only the lines of dialogue that refer to the claws that are inside the container or in the Player's inventory appear, but something is not working... For example, to pick up a claw from the display, the way i use to do it is to apply a Condition on each line of dialogue with a GetItemCount on the Container (as a quest alias) >=1 for the specific MiscItem: Claw Theese are all the Condition parameters: - Condition Function: GetItemCount -> MiscItem 'E3GoldenClaw' (for example) - Comparsion: >= - Value 1.0000 - Run on: Quest Alias: Container - Parameters: all unflagged But, if i apply this Condition, with the Golden Claw inside the Container, the line of dialoge doesn't appear in the Menu......and i don't understand why Anybody can help? Thanks in advance to whoever answers! Link to comment Share on other sites More sharing options...
soupdragon1234 Posted August 13 Share Posted August 13 Once items are inside containers they don't count as object references and neither condition functions nor papyrus will recognise them anymore. I don't know any workarounds except don't put them in a container this applies to any container including npc's and player's inventories 1 Link to comment Share on other sites More sharing options...
xkkmEl Posted August 13 Share Posted August 13 Containers do count their content properly, once they have been opened by the player or some item added by a script. It is however true that their initial content is hidden until such an event occurs. In this case, I believe you are counting the wrong base object. The key to opening the puzzle door is indeed E3GoldenClaw, but it get substituted at some point for MS13GoldenClaw. I didn't trace it fully to figure out where this happens... in any case, testing for 'E3GoldenClaw or MS13GoldenClaw' should do it. I don't know if this is a special case, or a general pattern with dragon claws. 1 Link to comment Share on other sites More sharing options...
Tiziano74 Posted August 13 Author Share Posted August 13 45 minutes ago, soupdragon1234 said: Once items are inside containers they don't count as object references and neither condition functions nor papyrus will recognise them anymore. I don't know any workarounds except don't put them in a container this applies to any container including npc's and player's inventories Hi n thanks for the answer! With the Player it works. If i use the GetItemCount on the Player it recognize if the specific Claw is >= 1 and the specific line of dialogue appears to make me able to display this specific Claw. The GetItemCount dsn't work on the container only... BTW now i'm using GetDisable == 0 on the exposed Claw and i have displayed only the dialogue's lines that i want Link to comment Share on other sites More sharing options...
Recommended Posts