asmonty Posted June 8, 2017 Share Posted June 8, 2017 (edited) So I am making an exterior settlement and I have followed a few guides on how to make it work. It is currently working fine if you walk up to the workshop and activate it. I now want to make the workshop only available after a quest is completed and can't seem to figure out how to do it. If someone could point me to a tutorial, guide or just explain it I would be very thankful. Edited June 8, 2017 by asmonty Link to comment Share on other sites More sharing options...
akav1r Posted June 9, 2017 Share Posted June 9, 2017 (edited) This one's easier than you think. 1.)In the render window double click the workbench. Check, "Initially Disabled". Press ok. 2.)On the final stage of the quest setup a papyrus fragment with a new ObjectReference Property called 'MyCustomWorkbench' or whatever you want to substitute in that equation:OBJECTREFERENCEPROPERTY.Enable() MyCustomWorkbench.Enable()3.BONUS.)To make it look like there's a workbench there put a static workbench in it's place and do this fragment on the same stage so the static one disapears and the real one appears: MyCustomStaticWorkbench.Disable()That's how I did it, but there might be some other mechanism somewhere that allows you to condition the workbench itself with a 'GetStage' condition pointing to only allow use when the quest is at it's final stage. Edited June 9, 2017 by akav1r Link to comment Share on other sites More sharing options...
greekrage Posted June 10, 2017 Share Posted June 10, 2017 i think any quests related to the workbench have to be added to the parent quest in the conditions window Link to comment Share on other sites More sharing options...
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