Reginald001 Posted February 27, 2018 Share Posted February 27, 2018 Hey guys, for the Fo4Lore project, I am trying to add some conditions to some lore items. The idea is to only show these lore items, if a condition is met.For instance, a lore item about the minutemen general should only be shown, if the player has actually become MM general (e.g. that quest stage was completed). 1) I've placed the item in the interior cell2) In it's reference properties I've searched for a script that might help me do this but there's so many, and I can't seem to find the appropriate one. How can you make a certain item visible/enabled *only* when a certain condition is met? (E.g. player has an item, or the player has finished a certain quest, etc..) Link to comment Share on other sites More sharing options...
FlashyJoer Posted February 27, 2018 Share Posted February 27, 2018 Hey guys, for the Fo4Lore project, I am trying to add some conditions to some lore items. The idea is to only show these lore items, if a condition is met.For instance, a lore item about the minutemen general should only be shown, if the player has actually become MM general (e.g. that quest stage was completed). 1) I've placed the item in the interior cell2) In it's reference properties I've searched for a script that might help me do this but there's so many, and I can't seem to find the appropriate one. How can you make a certain item visible/enabled *only* when a certain condition is met? (E.g. player has an item, or the player has finished a certain quest, etc..)Set the item as Initially disabled if linked to a ref alias. And then when a quest stage is set where you want the item to be visible, simply enable it (xxxx.enable()). Another way I did it was to create a quest with a locrefalias and then a container ref alias in that location. Then create a refalias to create the object IN the container ref. And then when ready to have the item available to the player, simply start the quest which will fill all three refs in sequence and boom! The item will be available to pick up inside the container. Make sense? Link to comment Share on other sites More sharing options...
FlashyJoer Posted February 27, 2018 Share Posted February 27, 2018 That doesnt make much sense, let me see if I can clarify this in the way I do it, as its much simpler than it sounds: 1. Create a new quest that is not start enabled.2. Create a new reference alias. Select forced and choose a container in a cell. For example, the dufflebag in the abernathy home.3. This will allow the CK to make a location reference for you and create a generic fill for the dufflebag ref.4. Now you have a location ref that allows the duffle bag reference to fill with the duffle bag near Blakes bed in the home.5. Now create a third ref alias, for your item, and have it Create Ref to Object, ensuring the object is created IN the ref. This way, when you start the quest based on your conditions, it will fill the location, which allows the 2nd ref to link to the duffle bag. And when the duffle bag ref is filled, it allows the 3rd ref to put the item inside of it so that player may retrieve it. Hopefully this makes more sense... Link to comment Share on other sites More sharing options...
FlashyJoer Posted February 27, 2018 Share Posted February 27, 2018 Or, if its a placed item, that you have manually dragged into the cell via the render window, you need to go a slightly different route. First, once the item is placed in the render view, right click on it and select EDIT. In the popup window, click the initially disabled checkbox. This makes the item invisible to the player ingame. Then, you will need to simply create an object reference property to it in a script and based on your required conditions, enable it with objectname.enable(). Link to comment Share on other sites More sharing options...
Reginald001 Posted February 27, 2018 Author Share Posted February 27, 2018 Or, if its a placed item, that you have manually dragged into the cell via the render window, you need to go a slightly different route. First, once the item is placed in the render view, right click on it and select EDIT. In the popup window, click the initially disabled checkbox. This makes the item invisible to the player ingame. Then, you will need to simply create an object reference property to it in a script and based on your required conditions, enable it with objectname.enable().Yes this is the route to take I think. I'll start experimenting with it. Not having the whole scripting thing figured out yet. Once I get how it ties into the game and the penny drops, it'll become much clearer to me. Thanks, I'll start looking into this method! Link to comment Share on other sites More sharing options...
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