h0rsel0ver Posted July 4, 2012 Posted July 4, 2012 I've been working on a mod that toggles all quest essential items so they can be dropped (here), and I've managed to hunt down most of the items and untick "quest item". What I would like to do is use some scripts to set it so that when you remove the item from your inventory, it removes the quest from your list, and the reverse; where grabbing the item restarts the quest where it should be.Here is the script I've been trying to use: Scriptname DroppablePelagiusHipbone extends ObjectReference Event OnContainerChanged(ObjectReference NewContainer, ObjectReference OldContainer) if FromQuest.GetStage() < StageToStopQuestItem ; Are we a quest item at the current stage? if OldContainer == Game.GetPlayer() FromQuest.SetActive(false) elseif NewContainer == Game.GetPlayer() FromQuest.SetActive(true) FromQuest.SetObjectiveDisplayed(ObjectiveToDisplayOnPickup,True,True) if StageToSetOnPickup >= 0 FromQuest.SetStage(StageToSetOnPickup) endif endif else ; Nope, we're not a quest item at this stage. endif EndEvent Quest Property FromQuest DA15 Int Property StageToStopQuestItem = 99999 Auto Int Property StageToSetOnPickup = -1 20 Int Property ObjectiveToDisplayOnPickup 10 I've been using Pelagius' Hipbone to experiment, and I'm using a modified version of the quest-item script I found here, but it currently doesn't do anything at all. My scripting experience is limited to a smattering of C# and javascript, and I'm fresh to papyrus (although I understand the syntax well enough), so any help would get me along nicely. Bonus Question: if you know a way to search for aliases in the creation kit outside of their owners please tell me!
h0rsel0ver Posted July 4, 2012 Author Posted July 4, 2012 Just bumping this cause I could really use some help
Galacticat42 Posted July 4, 2012 Posted July 4, 2012 Now, why on earth would you do that in a hardcoded manner? If I were you I'd search for the quest item keyword and make the item containing the word droppable. That way it'll be compatible with any mod.
h0rsel0ver Posted July 5, 2012 Author Posted July 5, 2012 (edited) Now, why on earth would you do that in a hardcoded manner? If I were you I'd search for the quest item keyword and make the item containing the word droppable. That way it'll be compatible with any mod. Some items only seem to be marked as a Quest Item in the aliases of the quests they're in, like pelagius' hipbone for instance. Unless I'm missing something? I need items to toggle the visibility of their related quests on drop and pickup For clarity: I've already manually toggled every quest item I could find, which shouldn't interfere with other mods Edited July 5, 2012 by h0rsel0ver
steve40 Posted July 6, 2012 Posted July 6, 2012 (edited) Your script won't compile. Here's a corrected version. Scriptname DroppablePelagiusHipbone extends ObjectReference Event OnContainerChanged(ObjectReference NewContainer, ObjectReference OldContainer) if FromQuest.GetStage() < StageToStopQuestItem ; Are we a quest item at the current stage? if OldContainer == Game.GetPlayer() FromQuest.SetActive(false) elseif NewContainer == Game.GetPlayer() FromQuest.SetActive(true) FromQuest.SetObjectiveDisplayed(ObjectiveToDisplayOnPickup,True,True) if StageToSetOnPickup >= 0 FromQuest.SetStage(StageToSetOnPickup) endif endif else ; Nope, we're not a quest item at this stage. endif EndEvent Quest Property FromQuest auto Int Property StageToStopQuestItem = 99999 Auto Int Property StageToSetOnPickup = -1 auto Int Property ObjectiveToDisplayOnPickup = 10 auto Compiles, but whether it works ingame is another matter.You'll need to use the Properties button to assign a quest to "FromQuest". Edited July 6, 2012 by steve40
h0rsel0ver Posted July 6, 2012 Author Posted July 6, 2012 (edited) Thank you very much steve40What I've gleaned looking at yours is that the "auto"s have to stay at the end of each property line, and that those properties are set manually in CC? I'll play around a bit and see what I've missed Edit: Well it compiles, and I've learned a bit more about papyrus, but it doesn't do what I want it to, so if anyone else has experience with quest scripting please chime in. I feel like I'm missing something simple Edited July 6, 2012 by h0rsel0ver
Recommended Posts