Yes you are.
Remove your condition in the alias.
Set the item to be placed at the container and check allow disabled and initially disable in the alias tab.
Then when the quest reaches the particular stage add the item to the container via script.
One great way to learn how to use the kit is to look at existing quests and see how things are done.
You can also have a look here.
http://www.creationkit.com/index.php?title=Main_Page
I know that, but I couldn't really think of any similar examples in game.
I know CK website and I'm using variety of tutorials, but CK is so massive, and not everything is nicely explained.
Anyway, thanks.
You couldn't think of any quests in which a particular item was added to the player or a container at a specific time?
Just about every daedric quest.
Most of the larger quests in the game do that a some point. So do allot of others.
One tip in regards to quest alias in the kit. I would highly recommend you get Tes5edit and check to see if the object reference you are planing to use as an alias is persistent in the world. Or see if it has a location keyword.
Because an object reference in the world when used as a quest alias will become persistent if it is not. You might want to find a persistent item in the area that works for you or create a location alias and use the location keyword on the item if it has one to make it a quest alias. That will not result in the item becoming persistent.
I'm a still a noob with aliases, but have you tried this on a completely new game? I was working on a mod that used aliases a little while ago. I thought it wasnt working, but when i started a completely new game it was working all along.
Good luck fixing this.
I know, I test my mod on a clean save before the quest is started
It's working now, thanks for the replies.