szewski Posted March 14, 2012 Share Posted March 14, 2012 Ok - So I'm working through the tutorials and on the following CK entry http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends I see this statement; "Don't create the amulet in the thief's inventory, but put it elsewhere in the world (like an inaccessible chest). Then, when the player accepts the quest, resurrect the thief if necessary and move the amulet to the thief. " I need to do something like this in a mod I'm working on, yet do not know the correct function or syntax to move an object from 1 container to another? Can anyone point me in the right direction with an example? Thanks in advance! Link to comment Share on other sites More sharing options...
szewski Posted March 17, 2012 Author Share Posted March 17, 2012 bump Link to comment Share on other sites More sharing options...
BigDon1 Posted March 17, 2012 Share Posted March 17, 2012 If the quest involves the Player to get an object, let's say an Amulet, and if you want that Amulet to be on an NPC, then I find it's probably simplest to have that NPC already with that Amulet item in it's inventory, then have the NPC Disabled. When the Player accepts the quest, then Enable the NPC that has the Amulet. Alternatively, if you want the NPC to be around before the Player accepts the associated quest, you could instead have the Amulet in some Chest perhaps, and the same idea, have the Amulet inside a Chest, and have the chest Disabled until the quest is accepted by the Player, then enable the Chest. Link to comment Share on other sites More sharing options...
David Brasher Posted March 18, 2012 Share Posted March 18, 2012 That tutorial strikes me as strange. Why all this talk of moving things? Moving things is difficult or impossible. Adding things and removing things is easy. Maybe there is some sort of alias thing I am not understanding. Some reason that the object needs to exist in the world at all times. But I am doubtful. It seems like the easiest thing would be to add the amulet to the thief when the quest is assigned. Just create one out of thin air and give it to the thief. The Papyrus fragment would be written sort of like this: Game.AAMyThief().AddItem(AAMyAmulet, 1) (And of course you have to go set up those happy little invisible properties that are so fond of preventing your scripts from compiling.) Link to comment Share on other sites More sharing options...
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