So far I have gotten the quest to start, and the global variables in the quest objective display correctly (eg. "Find 9 bottles of wine (0/9)"). Problem is I apparently haven't scripted it correctly to update when the player picks up the stuff.
Here is my quest script. It compiles without errors, but like I said, it doesn't update when the quest items are picked up. The player actually needs to get three things (bread, wine, and beef), but it's fairly repetitive so I'll just put the wine part:
Spoiler
Scriptname ST02AQuestScript extends QuestQuest Property pST02AQuest Auto ConditionalFormList Property pST02AWineList Auto ConditionalGlobalVariable Property pST02AWineCount Auto ConditionalGlobalVariable Property pST02AMeatCount Auto ConditionalGlobalVariable Property pST02ABreadCount Auto ConditionalPotion Property FirebrandWine Auto ConditionalPotion Property FoodSolitudeSpicedWine Auto ConditionalPotion Property FoodWineAlto Auto ConditionalPotion Property FoodWineAltoA Auto ConditionalPotion Property FoodBeef Auto ConditionalPotion Property FoodBread01A Auto ConditionalFunction Winecount()float CurrentCount = Game.GetPlayer().GetItemCount(pST02AWineList)pST02AWineCount.Value = http://forums.bethsoft.com/topic/1447091-need-help-with-a-fetch-x-number-of-y-quest/CurrentCountUpdateCurrentInstanceGlobal(pST02AWineCount)if CurrentCount &--#62;= 9 pST02AQuest.SetObjectiveCompleted(0,1) pST02AQuest.SetObjectiveDisplayed(5,true,true)elseif CurrentCount &--#60; 9 pST02AQuest.SetObjectiveCompleted(0,0) pST02AQuest.SetObjectiveDisplayed(5,0) pST02AQuest.SetObjectiveDisplayed(0,true,true)endifendFunction
If you could point out what I've missed that would be helpful. I am assuming the "UpdateCurrentInstanceGlobal" is supposed to update the quest objective when a bottle of wine is picked up, but am I wrong about that?