Zorkaz Posted June 20, 2020 Share Posted June 20, 2020 Is there a good and reliable way to take the players posessions away and store it in a container? Link to comment Share on other sites More sharing options...
Reneer Posted June 20, 2020 Share Posted June 20, 2020 You will want to use RemoveAllItems. Edit: SKK50 pointed out some 'gotchas' with using this command in FO4. His post explains a lot. Link to comment Share on other sites More sharing options...
Zorkaz Posted June 20, 2020 Author Share Posted June 20, 2020 Ah thank you Link to comment Share on other sites More sharing options...
SKKmods Posted June 20, 2020 Share Posted June 20, 2020 Although you may have problems with the Pipboy. Especially if they are using replacers. Link to comment Share on other sites More sharing options...
Zorkaz Posted June 21, 2020 Author Share Posted June 21, 2020 What's the science behind it? Is it a piece of clothing? Link to comment Share on other sites More sharing options...
SKKmods Posted June 21, 2020 Share Posted June 21, 2020 Its not science, it understanding what you are doing and the consequences of those actions: RemoveAlItems on the player removes the PipboyIf the script is initiated from a holotape in the pipboy ... what happens ?If they player is not using the standard pipboy form ... what form does the script AddItem and EquipItem ?If the script can not add Pipboy functionality back to the player ... what happens.If the player is holding quest locked items ... what happens (especially to those with OnContainerChanged trigger scripts) ?& other angry end user edge conditions. I had exactly this issue with my GunGames solution that tries to outfit and equip the player with the same stuff as the opponents IN THE MIDDLE OF A GAME and then seamlessly revert back to whatever they originally had. RemoveAlItems caused so many issues that eventually I had to remove items based on specific keywords like ObjectTypeWeapon and ObjectTypeAmmo. But, I get that my aspiration for quality user experiences are different to others who may not care. Link to comment Share on other sites More sharing options...
Zorkaz Posted June 21, 2020 Author Share Posted June 21, 2020 Well good to know Link to comment Share on other sites More sharing options...
Reneer Posted June 22, 2020 Share Posted June 22, 2020 Its not science, it understanding what you are doing and the consequences of those actions: RemoveAlItems on the player removes the PipboyIf the script is initiated from a holotape in the pipboy ... what happens ?If they player is not using the standard pipboy form ... what form does the script AddItem and EquipItem ?If the script can not add Pipboy functionality back to the player ... what happens.If the player is holding quest locked items ... what happens (especially to those with OnContainerChanged trigger scripts) ?& other angry end user edge conditions. I had exactly this issue with my GunGames solution that tries to outfit and equip the player with the same stuff as the opponents IN THE MIDDLE OF A GAME and then seamlessly revert back to whatever they originally had. RemoveAlItems caused so many issues that eventually I had to remove items based on specific keywords like ObjectTypeWeapon and ObjectTypeAmmo. But, I get that my aspiration for quality user experiences are different to others who may not care.Thank you for this post, SKK50. I mean, I'm not going to be using RemoveAllItems on the player anytime soon, mind, but it's certainly great to see someone putting in the effort to create a great user experience. I'm certain I could learn a thing or two from you on that. :) Link to comment Share on other sites More sharing options...
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