CharIatan Posted July 27, 2011 Share Posted July 27, 2011 (edited) Hello ! It seems my Fallout NV and Geck suddenly produce the oddest results from GetItemCount when used with a Formlist. What i intended:Player puts Items from the Formlist 01BoltYield1 into the container MMInputREFThe container converts each item of the Formlist into 1 piece of 01HandfulBolts What actually happens:The Script shown below adds 2000x 01HandfulBolts even if MMInputRef is completely empty.If GetItemCount 01BoltYield1 is replaced with GetItemCount [item-ID], it works, but is rather inconvenient. float Timershort Workingshort BoltAmount Begin OnActivate If Working == 0;Set Scrap Credits set BoltAmount to (MMInputREF.GetItemCount 01BoltYield1) set Timer to 5 MMInputREF.lock 255 MMInputREF.playsound3d 01MaintMachineSound01 Set Working to 1endifEnd Begin GameMode If Working == 1 If Timer > 0 Set Timer to Timer - GetSecondsPassed else MMInputREF.playsound3d 01MaintMachineSound02 MMInputREF.removeItem 01BoltYield1 9999 MMInputREF.additem 01HandfulBolts BoltAmount MMInputREF.unlock set Working to 0 set BoltAmount to 0 endifendifEnd Can someone help ? Edited July 27, 2011 by Foar Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted July 27, 2011 Share Posted July 27, 2011 Probably because the name starts with a numeric character, so the geck thinks it is the ID and not the name.Change it to something like aaBoltYield1 instead and see if it works as intended. Link to comment Share on other sites More sharing options...
CharIatan Posted July 27, 2011 Author Share Posted July 27, 2011 Thank you very much for your time Quetzlsacatanango, the problem has now resolved itself. The problem simply disappeared as i unloaded the mod, made a clean save without it, and activated it again.I guess that the Reference of my MMInputREF was somehow bugged in the previous save, strange thing. Link to comment Share on other sites More sharing options...
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