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Item Sorter


KnightPhoenix7

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I was thinking of adding an item sorter to my house mod, but I can't seem to figure out how to script it. I wonder if someone who has a firm grasp of this could give some pointers. I was looking at the scripts that take all the player's weapons at the casino, but those don't help much. This line removes the items:

 

player.RemoveAllTypedItems TopsWeaponLockerREF 1 0 40

 

I want to move a specific item to a specific container and I don't know how to do that. Also, I have no idea what those numbers mean at the end of the line. I looked at one sorter for fallout 3, but I can't save a small part of that script to test with. I assume that means there are errors in the script. It doesn't give me an error message though other than not letting me save.

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Here's the text I was trying to use:

 

ScriptName 00MyGSHomeNukaColaSortSCRIPT

 

short MyCount

Begin OnActivate

 

Set MyCount to Player.GetItemCount NukaCola

Player.RemoveItem NukaCola MyCount

00MS05NukaColaVendingMachineClean.AddItem NukaCola MyCount

 

End

 

By trial and error, I found the problem is with 00MS05NukaColaVendingMachineClean.AddItem NukaCola MyCount. I don't know how to fix that line.

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I don't know what the numbers at the end mean either. Although, I did notice that new function when I was poking around the "pat down" method used in the Tops casino. But it was used like:

 

Player.RemoveAllTypedItems TargetREF 1 0 40 ItemsToRemoveLIST

 

Where "TargetREF" is the destination container and "ItemsToRemoveLIST" is a Form List of items that should be removed.

 

Not sure if "00MS05NukaColaVendingMachineClean" is the base object or the ref, but I thought there was an issue staring an id with numbers. Maybe try renaming the ref you placed in the cell to:

MS05NukaColaVendingMachineCleanREF

 

Might want to try renaming the script if it still doesn't work (also starts with ##).

 

Edit:

The Form List may be items that should not be removed rather than ones that should, unsure.

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I don't know what the numbers at the end mean either. Although, I did notice that new function when I was poking around the "pat down" method used in the Tops casino. But it was used like:

 

Player.RemoveAllTypedItems TargetREF 1 0 40 ItemsToRemoveLIST

 

Where "TargetREF" is the destination container and "ItemsToRemoveLIST" is a Form List of items that should be removed.

 

Not sure if "00MS05NukaColaVendingMachineClean" is the base object or the ref, but I thought there was an issue staring an id with numbers. Maybe try renaming the ref you placed in the cell to:

MS05NukaColaVendingMachineCleanREF

 

Might want to try renaming the script if it still doesn't work (also starts with ##).

 

Edit:

The Form List may be items that should not be removed rather than ones that should, unsure.

 

I've tried renaming the script to start with AA and renaming the container too. Neither of those works. I don't think you can use .AddItem with a container anymore or I have the syntax wrong. It won't let me save the script no matter what container I put in there, I just get the error message. I can save the script if I use player.additem, but that doesn't help me accomplish putting an object in the container I want to. Hopefully, somebody will figure this out and be kind enough to share it. I certainly can't figure it out with my limited scripting experience in this game.

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it was used like:

 

Player.RemoveAllTypedItems TargetREF 1 0 40 ItemsToRemoveLIST

 

Edit:

The Form List may be items that should not be removed rather than ones that should, unsure.

I've got an impression that this last statement is correct: the Form List specifies items which are NOT to be removed. Probably the second argument is RetainOwnershipFlag and the third or the fourth specifies the type of items to be removed.

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The absolute best sorting into containers mod I have seen is Wolfhound's 'The Art of Speedy Depositing' for Oblivion. As the game engine and SDK are very similar you might take a look at what he did for some ideas.

http://www.tesnexus.com/downloads/file.php?id=9835

 

This one allows for a user defined kit that is not removed, unless you specify for it to remove kit. Does not remove any equipped item, unless you specify 'remove all'. And allows you to use any containers that are not respawning - not just a special set just made for the mod. It also allows you to define quite a few options for each container. - example: one handed blunt weapons that are not enchanted - could be remade as one handed pistols that are not modified by weapons kits.

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