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Help With Some Scripting


rself3

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Basically I'm trying to put together a 'dragonborn museum' mod that enables initially hidden static items at the end of certain quests. My original idea was just to copy/paste the Thieves Guild 'special larceny target' trophy scripts with some custom variable editing, but I can't find them in the CK. If anyone knows where to find a script I can use that will allow me to put this together, I would be greatly obliged.
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What you have to do is:

 

- click on the reference for item you put and tick "initially disabled"

 

- open your quest, quest aliases and define your item as an alias (force specific reference)

 

- in the new alias tab, tick "allow disabled"

 

- Now go to the final stage of your quest and in the fragments tab type the following:

 

Alias_youralias.GetReference().Enable()

 

Hope it helps!

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Depending on your implementation of it (it kind of sounds like the quests you're talking about aren't your own?) this could also work:

 


Scriptname DBMExhibitScript extends ObjectReference
{ Enables attached object onload if target quest is at or above target stage}

Quest property TargetQuest auto
{ Required: Set to quest to check }

int property ReqStage auto
{ Required: Set to minimum quest stage for object to appear. }

event OnLoad()

    if IsDisabled() && TargetQuest.GetStage() >= ReqStage

          Enable()

    endif

endevent

 

That's rough, haven't tested it, just wrote it now, testing required. I'm not certain IsDisabled() will work quite like that, if it doesn't it's not a mandatory check anyways, just get rid of it.

 

Put that on each object that you have made 'initially disabled'. Then for each object, set the quest, and required stage for it to appear. That should be all you need. I wouldn't be surprised if there is a defaultXXX script that does exactly this since it's so simple a function for a museum type thing.

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