Stage 0: Before interacting with quest-giver
Stage 10: Received quest from quest-giver. Must retrieve KEY. (Key taken from enemy NPC, however the fate of the NPC is not a part of the quest, you just have to receive the Mead Locker Key from him, somehow)
Stage 20: Receive QUESTITEM (Key received in Stage 10 unlocks the chest that contains the QUESTITEM)
Stage 30: Return QUESTITEM to QUESTGIVER.
Now here's the thing.
I use this script:
Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer)
if (newContainer == Game.GetPlayer())
JOEY02.SetStage(20)
endif
EndEvent
It successfully sets the stage to 20 when the KEY is taken off the enemy NPC (whether pickpocketed or looted)
BUT.... I made another script for the quest item, almost the same idea....
Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer)
if (newContainer == Game.GetPlayer())
JOEY02.SetStage(30)
endif
EndEvent
The container switch of the quest item from chest --> player doesn't register, and the game stays at Stage 20.
What could I be doing wrong? The setup is, as far as I can see, identical to the scripting for the previous stage, the only real difference is that the item switch is Chest-->Player instead of NPC-->Player and that the stages involved are 20 and 30.
I even redid the quest from the ground up with help of the tutorial to make sure I didn't botch anything. (Of course I did improvise a bit with adding a chest into the mix, but I followed the same guidelines)
