corrado33 Posted October 1, 2018 Share Posted October 1, 2018 I found... an annoying thing... with my script. If you currently have a script that is dependent on collecting ingredients, when the ingredients transfer in and out of your inventory the quest updates will flash "Completed".... then slowly go back to "Find XXXXX". Every.... single.... time..... you activate the script. I'd like to disable quest updates temporarily. I don't think it'd be... worth it... to go through all of the player's quests and find the ones that depend on items. It seems you can use "SetObjectiveDisplayed" to hide objectives... and I suppose I could go through all the player's quests and do that for each, but then I'd... have to remember what it was before I changed it. Is there a better way? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 1, 2018 Share Posted October 1, 2018 Not that I've ever seen. There's plenty of other mods where that type of thing happens. I would think most players probably "are use to it." If they aren't, they can be taught to "get used to it." :ermm: The only suggestion I might have, is to add/remove the items more than one at a time. That would reduce the amount of the spam as much as possible. Link to comment Share on other sites More sharing options...
agerweb Posted October 1, 2018 Share Posted October 1, 2018 That's just the way you have set up your quest to track individual ingredients. If you just let the player collect ingredients and only test that they have them all in the finish dialogue this won't happen (using Getitemcount). Of course, the player then has to remember what they have collected. Link to comment Share on other sites More sharing options...
corrado33 Posted October 1, 2018 Author Share Posted October 1, 2018 That's just the way you have set up your quest to track individual ingredients. If you just let the player collect ingredients and only test that they have them all in the finish dialogue this won't happen (using Getitemcount). Of course, the player then has to remember what they have collected. Oh it's not MY quests that do this, it's the vanilla (+ DLC) game that does. For example, the "Collect Crimson Nirnroot" quest. Or the "Collect ingredients for the dude at the one daedric shrime." Link to comment Share on other sites More sharing options...
agerweb Posted October 1, 2018 Share Posted October 1, 2018 In which case your stuck doing a patch to go through and change all the vanilla quests you didn't like. Link to comment Share on other sites More sharing options...
foamyesque Posted October 1, 2018 Share Posted October 1, 2018 That's just the way you have set up your quest to track individual ingredients. If you just let the player collect ingredients and only test that they have them all in the finish dialogue this won't happen (using Getitemcount). Of course, the player then has to remember what they have collected.As I understand things, carrado is working on a sorting mod that manipulates the player inventory, and as such their scripts trigger other collection-quest updates when the relevant items are removed from the player. Link to comment Share on other sites More sharing options...
corrado33 Posted October 1, 2018 Author Share Posted October 1, 2018 That's just the way you have set up your quest to track individual ingredients. If you just let the player collect ingredients and only test that they have them all in the finish dialogue this won't happen (using Getitemcount). Of course, the player then has to remember what they have collected.As I understand things, carrado is working on a sorting mod that manipulates the player inventory, and as such their scripts trigger other collection-quest updates when the relevant items are removed from the player. You got it, I think I may give up on this idea though. It's just easy enough to either A. complete the quest or B. remove the items from the "auto transfer" chests and put it into another chest. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 2, 2018 Share Posted October 2, 2018 One solution that I use to avoid this issue completely albeit with a bit of player effort.For each container that my mod uses there is a formlist which acts as a register of stored items.If the player pulls out every copy of an item and carries them, my "auto store" feature will not store any more instances.However, the returning of items to containers after crafting will take their stack and store them. To prevent this, my MCM menu has options for each container to "rebuild" the formlist with only those items currently stored in the container. Thus if the player wants to truly collect an item for a quest and not be burdened by up and down counts as items are moved in and out, they can take all of that item from the container and go into the MCM menu and rebuild that container's formlist. Problem solved. Link to comment Share on other sites More sharing options...
corrado33 Posted October 3, 2018 Author Share Posted October 3, 2018 (edited) One solution that I use to avoid this issue completely albeit with a bit of player effort.For each container that my mod uses there is a formlist which acts as a register of stored items.If the player pulls out every copy of an item and carries them, my "auto store" feature will not store any more instances.However, the returning of items to containers after crafting will take their stack and store them. To prevent this, my MCM menu has options for each container to "rebuild" the formlist with only those items currently stored in the container. Thus if the player wants to truly collect an item for a quest and not be burdened by up and down counts as items are moved in and out, they can take all of that item from the container and go into the MCM menu and rebuild that container's formlist. Problem solved. It's funny you mention this. I know there is a bug with my script, and no one has gotten close to figuring out what it is yet except you. First off, we treat removed items a bit differently. For me, if the player MANUALLY removes all items from the chest (using the "GetOpenState" function (The container will only be "open" if the player is actually interacting with it.)), the item gets removed from the formlist. However, if the item is removed via a script, obviously it is NOT removed from the formlist. However, if the player were to say... use all the items while crafting, that item would STILL be on the formlist. I thought about running a script in the background that would run every X hours to "remake" the formlists, but I just thought that would get messy. I think now I may simply just recheck the chest after the items are transferred back. Anyway, in my script the way to duplicate the behavior you're talking about is to simply remove the full stack of items from the container. For example, using the "Collect Crimson Nirnroot" quest as an example. If I have Nirnroot in the "Ingredients" chest, it will be transferred to me when I activate a crafting station, and the "Collect Crimson Nirnroot" quest update will show up, then show up AGAIN when the items get transferred back. But if I go over to the chest, manually pull out the Crimson Nirnroot and put it in my inventory, it will NOT be transferred back to the chest when I activate then finish with a crafting station. So the solution to the "problem" is to simply remove the "problem" ingredients from the auto transfer chest. EDIT: Right now I'm fighting with a... bug that I can't duplicate. Occasionally when the items are transferred back and forth they'll get... duplicated. Funnily enough it was the quest notifications that led me to this bug. (Because I was like... "No I didn't have 22 Crimson Nirnroot, I only had 11") I don't know why this happens, and I have no idea how to fix it. But in the entire time I've been using my mod, it's only happened... twice. Better than making stuff DISAPPEAR I suppose. I don't even know HOW it could happen. I use "removeAllItems" to get stuff out of the chests, then removeitem(FormList,blah,10000) to transfer them back. Nowhere in that chain should there be a chance stuff will be duplicated. I don't even freaking deal with amounts. Edited October 3, 2018 by corrado33 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 3, 2018 Share Posted October 3, 2018 Unless you have an errant AddItem function in there instead of RemoveItem, I can't really think of a reason that would cause the duplication. Link to comment Share on other sites More sharing options...
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