Lagruej Posted January 19, 2019 Share Posted January 19, 2019 (edited) Hey everybody, I'm struggling with something that seems so basic. I want to remove keys from the player after a certain point in a dungeon I'm making. I'm not very familiar with the quests/scripts in CK, my expertise is in weapons, mods, lighting etc. World Building.... so imagine my shock when I realized something as basic as taking an item away could be this hard. I was watching youtube videos and trying to reverse engineer fetch quests and when they take away items - but the problem is every single youtuber has their own script to take items away, they aren't using any of the default ones... naturally I can't use these scripts, and as a result I have no idea how to take the keys away. This is meant to be a repeatable dungeon, but with all the areas locked off everytime you enter. I know for a fact I can and do use scripts already in the game by just editing their values, but I can't determine if any of them suit my needs. All I want is to remove the keys from the player when they interact with the exit door... so is there any way to do this without external scripts? Edited January 19, 2019 by Lagruej Link to comment Share on other sites More sharing options...
DieFeM Posted January 19, 2019 Share Posted January 19, 2019 (edited) I've found a vanilla script that works for your purpose, it's called DNPrime_MoveReferenceScript: -Put static object that you will use as marker for the key, it will be under the key, something that the player can not grab or move. A rug would work.-You must place the key on the top of the rug (or whatever object you placed)-You need a quest with an alias that has the key as reference for this alias.-Create a trigger using the [T] button on the tool bar, and selecting DefaultEmptyTrigger, which will remove the key from the player and place it on the rug when the player walks in to it.-Edit the trigger and add a Linked Ref to the rug with the keyword LinkCustom01-Edit the trigger that you created and attach the script DNPrime_MoveReferenceScript to it.-Edit the properties of the script and set the next properties (leave the other properties empty): BOSRespawnMarker01 => The alias for the keyLinkCustom01 => LinkCustom01myActor => whatever actor reference (not the player) that you think is not going to die or get disabled, I've used Geneva for my test. That's all. Edited January 19, 2019 by DieFeM Link to comment Share on other sites More sharing options...
Lagruej Posted January 19, 2019 Author Share Posted January 19, 2019 Awesome, thank you for replying, I'm going to go and try to implement this now. Link to comment Share on other sites More sharing options...
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