NikaCola Posted May 30, 2017 Share Posted May 30, 2017 Long story short: There's a part in my companion/quest mod where the PC can click on certain items and have another character make comments about them. I've gotten this all working just fine, the scene starts, and the conversation happens, etc. What I would like to do though is make the item in question stop being available to click on (or activate) after the scene in question has played. So far I haven't been able to figure out any way to make that happen. Also related: Each activator item that the PC can click on to start a scene is also a quest objective, so it has the objective marker above it. Is there a way to clear that objective marker after the scene/conversation happens? Again I've been trying but haven't figured out any way to make that work. Thank you so much in advance for any help, or even just for pointing me in a direction! <3 Link to comment Share on other sites More sharing options...
shavkacagarikia Posted May 30, 2017 Share Posted May 30, 2017 First idea I've got when reading this post was to suggest you to use BlockActivation function. BUT no it blocks activation but if there is OnActivate event inside item script it will still fire. So now I'm gonna suggest easiest way. Just make bool variable which is initially false and set it to true after first OnActivate fires for needed item. Something like this: bool checker = false Event OnActivate(ObjectReference akActionRef) if (checker == false) ;do your stuff checker = true endif EndEvent Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted May 31, 2017 Share Posted May 31, 2017 I wasn't gonna suggest maybe a bool onlyonce type setup, but the above works should be fine. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted May 31, 2017 Share Posted May 31, 2017 Make sure the object with the script attached is not flagged to respawn, otherwise that variable will reset back to False, when the object resets with the cell. Link to comment Share on other sites More sharing options...
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