Zorkaz Posted February 21, 2021 Share Posted February 21, 2021 Does anyone know if it's possible for a container to check if a holotape got added? Not a specific holotape but anyone Link to comment Share on other sites More sharing options...
SKKmods Posted February 21, 2021 Share Posted February 21, 2021 A dirty way would be an inventory filter that triggers on anything, then test if the item "IS HOLOTAPE" like Event Oninit() Self.AddInventoryEventFilter(akFilter = None) EndEvent Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If (akBaseItem is Holotape) Self.RemoveInventoryEventFilter(akFilter = None) ;do stuff Endif EndEvent Of course running an everything event triggering filter on a high traffic container like a workshop = not good. Link to comment Share on other sites More sharing options...
Zorkaz Posted February 21, 2021 Author Share Posted February 21, 2021 Ah thank you.No it's about a pipboy storage container to store all those [settings] holotapes that accumulate Link to comment Share on other sites More sharing options...
Evangela Posted February 22, 2021 Share Posted February 22, 2021 (edited) The Pipboy isn't a container(it's also is not possible to get its objectreference), the player is. So you can apply his script to the player but his warning still applies as the player is a very high traffic container. Assuming I understood that right. If you mean an actual container designed to hold things displayed by the pipboy...that's still gonna go through the player. Note: Containers(not the player/NPCs) can have "allowed" lists which will refuse all items except what is in their "allowed" lists(these are formlists). Edited February 22, 2021 by Rasikko Link to comment Share on other sites More sharing options...
niston Posted February 22, 2021 Share Posted February 22, 2021 My Stockmaster Workstation in Concord is monitoring a high traffic container for inventory events regarding all items (by necessity).Because this can generate lots of inventory events to process, I've integrated a queue: The inventory event handler just adds it's event data to the queue. The queue contents will then get processed in blocks of 5, beginning about 500ms after the last inventory event was added to the queue. Btw, interesting feature, these allowed lists for containers. Link to comment Share on other sites More sharing options...
Evangela Posted February 22, 2021 Share Posted February 22, 2021 https://www.creationkit.com/fallout4/index.php?title=Container That section of interest which I brought up is actually called "Contains only". Unfortunately this can't be set at run time. Link to comment Share on other sites More sharing options...
Zorkaz Posted February 22, 2021 Author Share Posted February 22, 2021 The product is already out there, but thanks anywayhttps://www.nexusmods.com/fallout4/mods/50295 Link to comment Share on other sites More sharing options...
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