hxhunter15 Posted October 30, 2017 Share Posted October 30, 2017 (edited) Does anyone know how to use this function properly? https://www.creationkit.com/fallout4/index.php?title=RemoveAllItems_-_ObjectReferenceIt says that with this function, you can remove all items from a container then transfer it to another container.Doesn't matter what i do, it doesn't work properly for me, the items gets removed but it doesn't transfer to the other container. Basically what I'm trying to do is removing all items from dead npcs and then transferring them to a special chest. This is my code:int index = 0while(index < GangDisciplesColl.GetCount()) Actor AllActor = GangDisciplesColl.GetAt(index) as Actor if (AllActor.isDead()) ; Transfer all items to a box AllActor.RemoveAllItems(ItemsLocker.GetRef(), false) AllActor.Disable() AllActor.Delete() endif index += 1endwhile Any help please? thanks Edited October 30, 2017 by hxhunter15 Link to comment Share on other sites More sharing options...
deadbeeftffn Posted October 30, 2017 Share Posted October 30, 2017 I guess that ItemsLocker is not an alias but an ObjectReference for a container. In that case you can't use GetRef(). A simple AllActor.RemoveAllItems(ItemsLocker, false) should work then. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 30, 2017 Share Posted October 30, 2017 Most likely you have respawn flag checked on your container. Uncheck it. Link to comment Share on other sites More sharing options...
hxhunter15 Posted November 1, 2017 Author Share Posted November 1, 2017 I unchecked the respawn flag but it still doesn't work. ItemsLocker is also an alias. Thanks for the help anyway, I give up on this problem already since it's too frustrating lol Link to comment Share on other sites More sharing options...
ThoraldGM Posted November 1, 2017 Share Posted November 1, 2017 Is the locker loaded? In same cell as actor? Link to comment Share on other sites More sharing options...
hxhunter15 Posted November 1, 2017 Author Share Posted November 1, 2017 Yeah, they're just right beside each other Link to comment Share on other sites More sharing options...
pra Posted August 26, 2018 Share Posted August 26, 2018 *threadcromancy* I'm somewhat certain that RemoveAllItems doesn't actually work on items spawned via loot lists. For my Grave Digger mod, I wanted to add special compatibility for Boston Interiors. The latter adds skeleton containers, where you can loot various bones from. What I did was placeatme'ing a grave container next to the skeleton, then calling skeleton.RemoveAllItems(grave), then disabling the skeleton.I noticed that the bones don't actually end up in the grave container, but it works fine for any items I manually put into the skeleton. Is this known behavior, is there a known workaround by now? Link to comment Share on other sites More sharing options...
markyrocks Posted August 26, 2018 Share Posted August 26, 2018 As a brute force method to this problem would be to save the items in the first container in an array and then force the script to add the items to the second container via a loop and containerRef.additem(itemArray, 1, issilent) something like that. I'm finding this scripting to be very finicky so who knows if what I'm describing would actually work. Link to comment Share on other sites More sharing options...
SKKmods Posted August 26, 2018 Share Posted August 26, 2018 Dynamic content like LevelLists don't *SEEM TO* spawn/respawn until the container OnCellAttach() or OnLoad() to ensure it levels with the player ... are you RemovingAllItems when the container Is3DLoaded in the player's uGridsToLoad radius ? Link to comment Share on other sites More sharing options...
markyrocks Posted August 26, 2018 Share Posted August 26, 2018 (edited) Edit Edited August 26, 2018 by markyrocks Link to comment Share on other sites More sharing options...
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