dragonslayer2k12 Posted December 27, 2012 Share Posted December 27, 2012 (edited) I am trying to setup some objects in one of the player houses so they are only enable when the player becomes the leader of one of the guilds in the game. For example leader of the thieves guild rank would enable several objects in the player house but which xmarker or object to choose from what cell to make that happen? Edit Looks like I can edit the quest script of whatever guild leadership I want to tie it to I just hate doing scripts when I don't have to do them and the less scripting use the better since there are so many scripts in so many mods. Edited December 27, 2012 by dragonslayer2k12 Link to comment Share on other sites More sharing options...
Xenogeist Posted December 27, 2012 Share Posted December 27, 2012 (edited) Create your object and check 'initially disabled' on it. Find the quest that gives the player that faction rank. Go to the quest alias tab and create a quest alias for your object. Make sure the 'allow disabled' box is checked. Type this line in the same quest stage that raises that factions rank:Alias_nameofalias.GetReference().Enable() At least that is how I do it. There is probably an easier way. Edit: Actually I just tried doing something like this myself and it didn't seem to work. I haven't played with the creation kit in a long time though, I may have forgotten a step. The papyrus fragment is the same structure as all the others I have made and those work and I think I created the alias for the object correctly. Edited December 27, 2012 by Xenogeist Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted December 27, 2012 Author Share Posted December 27, 2012 Thanks for the reply, that is what I was thinking too just need to figure it out but it would be better if the items would be set to just the rank of the player and not a script but I don't think that will work. Link to comment Share on other sites More sharing options...
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