XxLunaMothxX Posted February 8, 2014 Share Posted February 8, 2014 Anybody know a command that can remove all the player's items EXCEPT FOR their apparel (custom, and vanilla). I already know of the "RemoveAllItems" command, and whatnot, but is there a work around for this small snag? -Regards, 2cooldays Link to comment Share on other sites More sharing options...
Belthan Posted February 8, 2014 Share Posted February 8, 2014 I'm not aware of any way to do it in FO3. FNV GECK has a function RemoveAllTypedItems. Brute force is probably most reliable - call RemoveAllTypedItems once for every item type except armor & clothes. A shortcut for NPCs would be to RemoveAllItems to a temporary container and then RemoveAllTypedItems from the container back to the character, with the type code for armor & clothes. Since NPCs always equip the "best" item in their inventory, they should re-equip what they were wearing before it was removed. Won't work for the player, though (player would get back all armor, but nothing would be equipped). Link to comment Share on other sites More sharing options...
rickerhk Posted February 9, 2014 Share Posted February 9, 2014 You have to use FOSE. And there are limitations when it comes to item health (can't get it). And if the player has multiple of the same item, and has one of them equipped - you can't distinguish which one is equipped. Here's a script that I use in my Brisa Mod: scn RHKBrisaRemoveTypedItemsQuestScript ref rSourceREF ;set by calling script ref rDestinationREF ;set by calling script ref rExcludelistREF ;Set by calling script - dont remove items in this list ref rBaseInvObjREF short iListIndex short iInvPos short iItemType ;set by calling script short iBaseItemType short iBaseItemCount short iRemoveComplete ;flag to calling script that move/remove is complete ;Some item types: ; 24: Armor ; 31: Misc ; 40: Weapon ; 41: Ammo ; 47: AlchemyItem ;This ignores item health, unfortunatly, but I'm not going to use it on the player for armor or weapons ;Call with ResetQuest, set the varables, then Startquest BEGIN GameMode if (iRemoveComplete) return endif if (rSourceREF && iItemType) ;mandatory parameters set iInvPos to rSourceREF.GetNumItems else set iRemoveComplete to 1 StopQuest RHKBrisaRemoveTypedItems printc "RHKBrisaRemoveTypedItems error - NULL parameter(s)" return endif Label 1 if (iInvPos) set iInvPos to (iInvPos - 1) set rBaseInvObjREF to Lockpick set rBaseInvObjREF to (rSourceREF.GetInventoryObject iInvPos) if (rSourceREF == Player) if (IsQuestItem rBaseInvObjREF) printc "skipped quest Item %n", rBaseInvObjREF Goto 1 ;skip endif endif if (rExcludelistREF) set iListIndex to ListGetFormIndex rExcludelistREF rBaseInvObjREF if (iListIndex > -1) Goto 1 ;skip endif endif set iBaseItemType to GetType rBaseInvObjREF if (iBaseItemType == iItemType) set iBaseItemCount to rSourceREF.GetItemCount rBaseInvObjREF if (rDestinationREF) rDestinationREF.AddItem rBaseInvObjREF iBaseItemCount 1 rSourceREF.RemoveItem rBaseInvObjREF iBaseItemCount 1 else rSourceREF.RemoveItem rBaseInvObjREF iBaseItemCount 1 endif endif Goto 1 else set iRemoveComplete to 1 StopQuest RHKBrisaRemoveTypedItems endif END Link to comment Share on other sites More sharing options...
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