rickerhk Posted March 2, 2011 Share Posted March 2, 2011 The RemoveAllTypedItems keys off of the signature of the item. For the configurator, it's signature is ARMO - armor. So it will be ignored by your script. The 'Equipment type' of Big Guns won't apply. Dude! Where do you find out all these cool internal details? :)In FNVEdit, the configurator is under the Armor group. In the header for the item is it's signature - Item Type ARMO. I have a list of them at home that has the new ones for FNV. I'd post them but i'm out of town till tomorrow night. No, I meant how did you know RemoveAllTypedItems keys off of signatures? I have the list of new signatures. Signature is just another way of saying Item Type or Form Type - they are all the same thing. RemoveAllTypedItems removes items of a specified form type Link to comment Share on other sites More sharing options...
HerrBaron Posted March 7, 2011 Author Share Posted March 7, 2011 Hey Ricker! Got this guy working; what I had to do after moving weapons into storage using RemoveAllTypedItems was Activate Player, 0; what this does is run the container's default Activate routine, bypassing the container's scripted OnActivate block. It appears that the scripted OnActivate block was being re-entered. I can clear the list now. Just thought I'd let you know. Best,HB Link to comment Share on other sites More sharing options...
rickerhk Posted March 8, 2011 Share Posted March 8, 2011 Hey Ricker! Got this guy working; what I had to do after moving weapons into storage using RemoveAllTypedItems was Activate Player, 0; what this does is run the container's default Activate routine, bypassing the container's scripted OnActivate block. It appears that the scripted OnActivate block was being re-entered. I can clear the list now. Just thought I'd let you know. Best,HBWow. Glad you got it! Thanks for letting me know. That was baffling ;) Link to comment Share on other sites More sharing options...
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