spectremk13 Posted June 15, 2012 Author Share Posted June 15, 2012 Hey all, I come back after taking a break for a day and so many replies! Thanks for the help from everyone. An update on my progress. I loaded up a save just prior to exiting Helgen Keep on a whim, and from there, the quest worked exactly as I intended, enabling and all. I will probably change the quest around per gasti89's advice, as it does make more sense. As to my next question... At the completion of the quest, I wish to allow the player to learn how to smith these items. I have everything in place (recipes, tempering, etc.), but I am still trying to figure out how to keep them disabled until the completion of the quest. The in-game example I could think of was finishing the Companion questline allowed you to craft Nord Hero items, but looking it up as an example in the CK didn't help. How it seemed to work (if I understood it correctly) is that the Skyforge is the specific forge that can craft them, but is in an unusable state until finishing Glory of the Dead, which is not what I want to have happen. I also checked the available conditions under the recipes themselves, but none of them seemed to do what I would want them to do. Is there a way to make it so that finishing the quest unlocks the specific schematics I want unlocked for the player at all smithies? Link to comment Share on other sites More sharing options...
spectremk13 Posted June 15, 2012 Author Share Posted June 15, 2012 (edited) Edited for double-post Edited June 15, 2012 by spectremk13 Link to comment Share on other sites More sharing options...
steve40 Posted June 15, 2012 Share Posted June 15, 2012 (edited) ALIASES: - Note1 ---> specific reference, select the note in the world. IMPORTANT: Attach the script to the alias! Not to the object itself! ---> create a new script on the note1 alias, then "edit source" ---> i'd prefer using OnRead() instead of OnContainerChanged(), since i find more immersive to set the stage when the player actually opens the note Scriptname NoteReadSCR Extends ReferenceAlias import game import debug Quest Property myQuest auto Int Property StageToSet auto Int Property PreReqStage auto Event OnRead() if myQuest.GetStage() == PreReqStage myQuest.SetStage(StageToSet) EndIf EndEvent Now fill the properties with stage 0, stage 10 and the quest. - myChest ---> specific reference, select the chest in the world ---> tick "allow disabled" - Note2 ---> create reference to object, select "in", select "myChest" ---> IMPORTANT: this alias must come AFTER the Chest alias. ---> Attach the above script to this note too, just change the properties to stage 10 for prereq and 20 for stagetoset. I don't think ReferenceAlias extends ObjectReference, so OnRead won't be called in such a script. Need to extend ObjectReference instead:Scriptname NoteReadSCR Extends ObjectReference import ReferenceAlias Int Property StageToSet = 10 auto ; default is 10 Int Property PreReqStage = 0 auto ;default is 0 Event OnRead() ; OnRead is an extension of ObjectReference script if GetOwningQuest().GetStage() == PreReqStage GetOwningQuest().SetStage(StageToSet) EndIf EndEvent Edit: I stand corrected, extending ReferenceAlias does seem to support events like OnRead and OnDeath, although it's not clear from reading the CK wiki. Edited June 28, 2012 by steve40 Link to comment Share on other sites More sharing options...
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