RedxYeti Posted November 18, 2021 Share Posted November 18, 2021 https://www.creationkit.com/index.php?title=SetItemHealthPercent_-_ObjectReference as the wiki says, this only works on items that are not in containers. Im looking for a way to remove it from any container that its in move it to the players feet so it loads into the world set the health% then move it back into the original container Scriptname isFineScript extends ObjectReference Float CurrentHealth = 1.1 Event OnInit() if GetItemHealthPercent() <= 1.0 SetItemHealthPercent(CurrentHealth) endif endevent This is the code im using that works for in world applied directly to the weapon. Another idea would be to check if item is in a container> remove the item from the container> make a new one at player>Upgrade it> put new one in original container but idk how to do that either.... Im very new to scripting so you'll have to spell it out for me if this is even possible. Link to comment Share on other sites More sharing options...
Evangela Posted November 19, 2021 Share Posted November 19, 2021 (edited) I think you didn't read what I wrote to your thread at r/skyrimmods, but I haven't gone back there yet. As I said before(adding some more info) You can try to use GetItemCount to search the container for the weapon, store it to variable and call DropObject on it. Next is searching for it again using FindAllReferencesOfTypeFromRef, with the player as ArCenter and the reference to find being the weapon. THEN call SetItemHeathPercent. Not tested but it's what I would try and yes it's clunky. Reason why it doesn't work for items in containers is because items in containers are only the base forms, not the references. Edited November 19, 2021 by Rasikko Link to comment Share on other sites More sharing options...
RedxYeti Posted November 20, 2021 Author Share Posted November 20, 2021 I think you didn't read what I wrote to your thread at r/skyrimmods, but I haven't gone back there yet. As I said before(adding some more info) You can try to use GetItemCount to search the container for the weapon, store it to variable and call DropObject on it. Next is searching for it again using FindAllReferencesOfTypeFromRef, with the player as ArCenter and the reference to find being the weapon. THEN call SetItemHeathPercent. Not tested but it's what I would try and yes it's clunky. Reason why it doesn't work for items in containers is because items in containers are only the base forms, not the references.the problem is i don't know how to identify if its in a container. im not looking to remove it from a specific container, im looking to remove it from any container. Think of like AutoHarvest takling gold from a dead body. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 20, 2021 Share Posted November 20, 2021 You'd need an ability assigned to the player that periodically starts and stops a quest. The quest would have many optional aliases that would be populated with nearby containers. You'd then use those aliases to see if the item is present in one or more of those containers. However, it has been my experience that if an item is added to a container in the Creation Kit that RemoveItem and GetItemCount will not see the item until the container's contents have been loaded into memory (usually done by the player opening it up). RemoveAllItems will work before the container has been opened, so you may need to take all the items from a given container, pass them into a custom empty container, automatically return everything except for the item you are looking for. Link to comment Share on other sites More sharing options...
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