jfraser Posted December 12, 2014 Posted December 12, 2014 Okay, I know lots of people here can do this, and I can't find out how anywhere on these here internets, so I'm going to ask: how do I put a note in the player's inventory at the very beginning of the game so the mod will start when they read it? thanks in advance.
fallenmystic Posted December 12, 2014 Posted December 12, 2014 You can define a quest alias and items there. From what I understand, it can be done by declaring the quest to start automatically then probably hook an event to the note to advance a quest stage when it's being read.
jfraser Posted December 12, 2014 Author Posted December 12, 2014 thanks. i should have said what i already tried. I have aliases for the note and the player. the alias for the note is created in the player alias. the note has an onread event to advance the quest to the next stage. i'm missing something.
fallenmystic Posted December 12, 2014 Posted December 12, 2014 Is there any reason an alias for the note is needed? I suppose it'd be much easier if you can just create a note item and attach the script directly to it, instead of using an alias. If all else fails, I'd probably log everything via Debug.Notification/Trace to see if those aliases are filled correctly. Sorry if my suggestion is too obvious.
jfraser Posted December 12, 2014 Author Posted December 12, 2014 no, you're fine. i actually have the script assigned to the note itself, not the alias, but you need an alias to do some things. that being said, the CK threw an error when i loaded the mod because it didn't like the note's alias being assigned to the player alias, so that didn't work anyway. i deleted the note alias. the problem isn't that the aliases aren't being filled in game. the quest starts just find via dialogue; i'm just trying to find a way besides talking to someone to start the quest at the beginning of the game.
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