Description
Wiki Description
Removes X of the specified item from this reference's inventory, possibly silently.
Documentation Comment
Removes the specified item from this object reference's inventory
Caveats
CK Wiki - Notes
- The function accepts a form object, however you can't make a property to a form object, you need to create a property to another type of object that extends form. Most often a MiscObject, or Weapon, etc.
- If you pass in a form list, it will remove aiCount of each item in the form list from the container. If there isn't aiCount of a particular item in the container, it will remove all of them. If you wish to remove X amount of objects from a container, by checking against a form list, use the following script (the script uses PlayerREF as the ObjectReference to remove items from):
Function SomeFunction()
;In this example, let's say you have 2 misc objects in your formlist.
;This script will remove 10 count of any quantity of those items.
;So it could be 5 of one, 5 of the other, or 9 of one and 1 of the other.
int ListSize = myFormList.GetSize()
int CurrentItems = 0
int ItemsLeft = 10; remove 10 items, change this to whatever number you want to remove
while CurrentItems <= ListSize && ItemsLeft > 0
Form CurrentItem1 = myFormList.GetAt(CurrentItems)
int ItemCount = PlayerREF.GetItemCount(CurrentItem1)
PlayerREF.RemoveItem(CurrentItem1, ItemsLeft)
ItemsLeft -= ItemCount
CurrentItems += 1
endwhile
endFunction
-
The function seems to have a preference for equipped items. Or if not equipped items then the first instance of the item that's in inventory (which is the same thing, since when you equip something, it's the first instance of the object in the inventory).
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The akItemToAdd argument of ObjectReference.AddItem(...) can be a LeveledItem. A LeveledItem as akItemToRemove, however, won't work and the members of the LeveledItem must be passed individually as akItemToRemove.
-
This function does not work on items pre-placed inside containers until that container is opened and its contents are finally loaded by the game.
-
Solution for scenarios that need to remove such items:
- Use ObjectReference.RemoveAllItems(...) to transfer the entire container's contents to a separate container
- Use the OnItemAdded - ObjectReference event on the second container to obtain the incoming items
- Finally use ObjectReference.RemoveItem(...) to send all but the unwanted item(s) back to the first container
-
-
The function does not work on object references that have only existed inside containers, for example an item the player has crafted. Even if you use the Self reference.
Parameters
FormakItemToRemove
CK Wiki Description
The item (or other form) to remove from this reference's inventory. Different form types yield different behaviors:* Item base form: aiCount of the item will be removed.
- FormList: aiCount of each base form in the FormList will be removed. However, if the FormList is empty, a Papyrus error will occur.
- ObjectReference: The reference will be removed from the inventory and then deleted.
intaiCount=1
CK Wiki Description
How many references to remove.
boolabSilent=false
CK Wiki Description
If true, no message will be printed to the screen
ObjectReferenceakOtherContainer=NONE
CK Wiki Description
If not None, the removed item(s) will be moved into this ref's inventory
Examples
; Take away an apple
Chest.RemoveItem(Apple); Remove 50 gold from the player
Game.GetPlayer().RemoveItem(GoldBase, 50)Auto-Generated Example
Form myForm__akItemToRemove
int myInt__aiCount
bool myBool__abSilent
ObjectReference myObjectReference__akOtherContainer
myObjectReference__toCallFunctionOn.RemoveItem(myForm__akItemToRemove, myInt__aiCount, myBool__abSilent, myObjectReference__akOtherContainer)