geekminxen Posted February 16, 2012 Share Posted February 16, 2012 I'm trying to advance a quest stage when the player takes two items out of a container that the current quest stage has directed them to. I want the quest to advance to the next stage (from 50 to 60) when both items are in the player's inventory. The script I'm using (below) isn't doing it. Can anyone tell me what I'm doing wrong? Current non-working script: if player.GetItemCount BennyReturnsMaddieHolodisk == 1 && player.GetItemCount BennyReturns9mmPistolUnique == 1 if GetStage BennyReturnsQ1 < 60 SetStage BennyReturnsQ1 60 SetObjectiveCompleted BennyReturnsQ1 50 1 SetObjectiveDisplayed BennyReturnsQ1 60 1 endifendif Thank you! Link to comment Share on other sites More sharing options...
viennacalling Posted February 16, 2012 Share Posted February 16, 2012 Test the conditions manually. In the game, put both items in the player's inventory. Open the console and run each GetItemCount and the GetStage. One of those may not be returning the value you expect. If they are all fine, then maybe there's a bad reference connected to the script somewhere. Delete it and recreate it. See if it works then. Link to comment Share on other sites More sharing options...
geekminxen Posted February 16, 2012 Author Share Posted February 16, 2012 Test the conditions manually. In the game, put both items in the player's inventory. Open the console and run each GetItemCount and the GetStage. One of those may not be returning the value you expect. If they are all fine, then maybe there's a bad reference connected to the script somewhere. Delete it and recreate it. See if it works then. Thank you, I will try those! Link to comment Share on other sites More sharing options...
geekminxen Posted February 16, 2012 Author Share Posted February 16, 2012 Test the conditions manually. In the game, put both items in the player's inventory. Open the console and run each GetItemCount and the GetStage. One of those may not be returning the value you expect. If they are all fine, then maybe there's a bad reference connected to the script somewhere. Delete it and recreate it. See if it works then. You were right; it shows a count of 1 in my inventory for the pistol, and 0 for the holodisk. Any ideas on why it wouldn't know I've got it? (It shows up in the pipboy.) Link to comment Share on other sites More sharing options...
viennacalling Posted February 16, 2012 Share Posted February 16, 2012 If the holodisk is a note, use GetHasNote instead of GetItemCount. Reference:GetItemCountGetHasNote Link to comment Share on other sites More sharing options...
geekminxen Posted February 16, 2012 Author Share Posted February 16, 2012 (edited) If the holodisk is a note, use GetHasNote instead of GetItemCount. Reference:GetItemCountGetHasNote Well, it's a voice holodisk, but I'll try that anyway! Thanks for pointing me along. :) Edit:It worked!! Thank you-- a LOT. :) Edited February 16, 2012 by geekminxen Link to comment Share on other sites More sharing options...
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