Difference between revisions of "Talk:RemoveAllItems"

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== Unexplained Tripling ==
I have used RemoveAllItems extensively, it was used for the Static Swap Method in the MOD Harvest [Containers]. The Original MOD replace the Vanillia Container with a custom container, which appeared Open/Search/Harvested. The initial scripts, Enabled the custom container, used RemoveAllItems to move the contents of the Vanillia container to the custom one, and then Disabled the Vanillia container. ( There are no issues with Quest Items during this procedure ).
I have used RemoveAllItems extensively, it was used for the Static Swap Method in the MOD Harvest [Containers]. The Original MOD replace the Vanillia Container with a custom container, which appeared Open/Search/Harvested. The initial scripts, Enabled the custom container, used RemoveAllItems to move the contents of the Vanillia container to the custom one, and then Disabled the Vanillia container. ( There are no issues with Quest Items during this procedure ).


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--[[User:Dejunai|Dejunai]] 05:32, 15 September 2006 (EDT)
--[[User:Dejunai|Dejunai]] 05:32, 15 September 2006 (EDT)
:Most Vanilla containers respawn - I imagine that's the source of the problem.--[[User:Haama|Haama]] 12:44, 21 April 2008 (EDT)
:This has been biting me too...exactly the same tripling behaviour. The containers I'm using do contain leveled lists but they are not marked as respawning in the CS. I'm also not sure that these items are exactly "healthy" because interactively moving them from the container to the players inventory seemed to remove the tripling effect, but I was in a debugging haze of frustration at the time so I'm not entirely sure. Maybe RemoveAllItems behaves strangely if the container has leveled lists?
:--[[User:ABO|ABO]] 22:30, 28 January 2009 (EST)
::Conceivable, though it ''really'' shouldn't... well, I guess that's kind of obvious. Uhm. I dunno, care to do more thorough testing? I don't think there's anyone who knows more than you and Dejunai on this at this point.
::[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 14:46, 29 January 2009 (EST)
:::The tripling is definitely happening, and it seems to be some weird inventory interaction bug because I think they are all the same item. If you interactively open the container and take one of the triplet items, all three disapear from the container, and only one appears in the players inventory. It may have something to do with levelled lists in the container and moving items into them the same frame you placeAtMe the container and/or enable it. I haven't fully narrowed it down.
:::--[[User:ABO|ABO]] 13:52, 3 February 2009 (EST)
== Equipped items and CTDs ==
[http://www.bethsoft.com/bgsforums/index.php?showtopic=834724 From this thread] - Using RemoveAllItems when there are equipped items may cause a CTD. I've had CTDs with [[RemoveItem]] on equipped items as well (but have never tried RemoveAllItems). However, the page says items are automatically unequipped, and I assume this is correct for most items or it would have been brought up by now.--[[User:Haama|Haama]] 12:42, 21 April 2008 (EDT)
When an item is forced equipped ( NoUnEquipFlag set to 1 ) [[RemoveAllItems]] will crash the game unless the item is unplayable OR the item is a quest object  in the player's inventory.--[[User:Thorskin|Thorskin]] 23:26, 7 May 2008 (CET)

Latest revision as of 13:52, 3 February 2009

Unexplained Tripling[edit source]

I have used RemoveAllItems extensively, it was used for the Static Swap Method in the MOD Harvest [Containers]. The Original MOD replace the Vanillia Container with a custom container, which appeared Open/Search/Harvested. The initial scripts, Enabled the custom container, used RemoveAllItems to move the contents of the Vanillia container to the custom one, and then Disabled the Vanillia container. ( There are no issues with Quest Items during this procedure ).

As the MOD progresed, It was determined that the ability to Re-Close the custom container would be important to the enduser. Thus my first thoughts were to reverse the procedure. However this is plagued with a "trippling bug", first when items are moved back to the original Vanillia container they are doubled. [2] hams, [2] carrots, etc... Where previously only 1 of each was before. What is most pequliar tho, is the items are again "trippled" and the third iteration of the items are flaged as stolen ( with the red hand sub-icon ).

This did not become a serious problem, because the workaround was to use the Vanillia container ( after having been Re-Closed ) to pass any Activation to the now Disabled custom container, where the contents actually resided. A proxy setup if you will... I never truely determined the preceise nature of the bug, but figured I should mention in case it affects anyone else.

--Dejunai 05:32, 15 September 2006 (EDT)

Most Vanilla containers respawn - I imagine that's the source of the problem.--Haama 12:44, 21 April 2008 (EDT)
This has been biting me too...exactly the same tripling behaviour. The containers I'm using do contain leveled lists but they are not marked as respawning in the CS. I'm also not sure that these items are exactly "healthy" because interactively moving them from the container to the players inventory seemed to remove the tripling effect, but I was in a debugging haze of frustration at the time so I'm not entirely sure. Maybe RemoveAllItems behaves strangely if the container has leveled lists?
--ABO 22:30, 28 January 2009 (EST)
Conceivable, though it really shouldn't... well, I guess that's kind of obvious. Uhm. I dunno, care to do more thorough testing? I don't think there's anyone who knows more than you and Dejunai on this at this point.
Dragoon Wraith TALK 14:46, 29 January 2009 (EST)
The tripling is definitely happening, and it seems to be some weird inventory interaction bug because I think they are all the same item. If you interactively open the container and take one of the triplet items, all three disapear from the container, and only one appears in the players inventory. It may have something to do with levelled lists in the container and moving items into them the same frame you placeAtMe the container and/or enable it. I haven't fully narrowed it down.
--ABO 13:52, 3 February 2009 (EST)

Equipped items and CTDs[edit source]

From this thread - Using RemoveAllItems when there are equipped items may cause a CTD. I've had CTDs with RemoveItem on equipped items as well (but have never tried RemoveAllItems). However, the page says items are automatically unequipped, and I assume this is correct for most items or it would have been brought up by now.--Haama 12:42, 21 April 2008 (EDT)


When an item is forced equipped ( NoUnEquipFlag set to 1 ) RemoveAllItems will crash the game unless the item is unplayable OR the item is a quest object in the player's inventory.--Thorskin 23:26, 7 May 2008 (CET)