Sorry for a delayed response - been busy with work -
At first I was thinking Arron's method would be fine, but then it occured to me that it would probably better - still - by using the number of notes as reference, this way upon loading the mod (or really the update) the number will be updated automatically according to the number of notes already in the inventory (although I am certain most people toss those scraps of paper)
-which is why I said this is probably the least graceful method of keeping track of the number of treasure chests found, but I figured it would be the easiest method since I am not very good at the CK, although this is beginning to sound really complicated something very simple...well...one would think it would be simple.
Yeah, this is one of those things that you would think is dead-simple; until you try to do it.
Keeping Score: You could "force" players to keep your notes (like the jewels are stored for the ... whatever quest it is, I forget!). If you check an item as being a Quest Item, players will not be able to drop it (unless they are running one of a couple of mods which get around that "feature"). However, people will probably go hating on you, if you do.
So, the "best" way to keep score is to use a persistant global-variable ... Whether you make use of the notes, or just the chests being opened.
But, because you want to count the number of unique chests opened (and/or notes read) we have to do some work to store what object has - and so has not - been previously "used" by the player.
And a FormList is probably the easiest way to do that ...
... If this is your first mod-project then it is a reasonably difficult one to attempt - But it is achieveable (and will work) and you'll have gained some good experience with the CK and scripting if you get it done.
Post up if you need some more help
