I tried StorageTrunkREF.Activate Player, but the container window doesn't pop up until after I have exited dialogue with the NPC. Like:
Hey there.
A0-->Yes?
B0---->What's the word?
B1------>Nada.
C0---->I want to access your storage container.
C1------>Okay.
D0---->I have to go now.
D1------>See ya.
When I click C0 I want to access your storage container, the NPC says C1 Okay - but nothing happens. Then I say D0 I have to go now, the NPC says D1 See ya. As soon as the dialogue stops, the container window from C1 result script pops up :blink:. It's like the command is sent, but it can't be accessed while the NPC is in dialogue? As soon as the dialogue finished, bam - it appears.
The only workaroundish thing I can come up with is to tick the "goodbye" flag for C0/C1. That way it kicks me out of dialog to open the container immediately. Is there any way to not have to stop the dialogue to access a container?
I also tried setting StorageTrunkREF as the NPC's merchant container and then access with ShowBarterMenu 100 (free). But when I put something in that menu, it disappeared when I hit accept. I opened the container manually and those items where in it :wacko: . A downside to this way is that they use dialogue from merchants when I talk to them. Like when I close the barter menu, they say" A pleasure doing business with you".
I was thinking I could make another NPC that is never visible which had an unlimited carry weight capacity and then use NPCContainerREF.OpenTeammateContainer 1 from within the original NPC's dialogue, but I can't figure out how to set the carry capacity to unlimited (like a container 0/0) for a NPC. I don't want to use OpenTeammateContainer on the original NPC because I don't want them equipping anything I put in there.
Looking for some suggestions.