This was working fine, but, for plot reasons, I wanted a way to remove all items from the player on entry to the interior cell in which the container is found.
RemoveAllItems() http://www.gamesas.com/topic/1365685-gamegetplayerremoveallitemsholdingcontainer-true-true/page__fromsearch__1.
So I used SendPlayerToJail() on entry to the interior cell (after the quests have started).
Now the quests work correctly in every respect bar one - the quest items are not in the container (even though the quest objective marker appears above it).
When I run a script manually to ClearPrison(), the items suddenly appear in the container.
Snag is, one of the quest items is the key needed to escape from the prison!
I suspect the items would appear correctly if I started the quests after SendPlayerToJail(), but that would be a significant redesign.
Is this a bug, a feature, or something I can work around?

