Well after more testing, I loaded up oblivion on what i would consider the minimum req mods. Still CTD's, only instead of CTDing at the removeallitems line, it ctd's when i go back into my inventory.
Current Mod Load Order:
Spoiler Active Mod Files:00 Oblivion.esm01 Unofficial Oblivion Patch.esp [Version 3.3.3]02 DLCShiveringIsles.esp03 Unofficial Shivering Isles Patch.esp [Version 1.4.0]04 DLCHorseArmor.esp05 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]06 DLCOrrery.esp07 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]08 DLCVileLair.esp09 DLCVileLair - Unofficial Patch.esp [Version 1.0.6]0A DLCMehrunesRazor.esp0B DLCSpellTomes.esp0C DLCThievesDen.esp0D DLCThievesDen - Unofficial Patch.esp [Version 1.0.7]0E DLCBattlehornCastle.esp0F DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]10 DLCfrostcrag.esp11 Knights.esp12 Knights - Unofficial Patch.esp [Version 1.1]13 Toggleable Quantity Prompt.esp [Version 3.1.1]14 CS_Dates_Training.esp15 Bashed Patch, 0.esp16 CS_HoldingBox.esp
I've run out of clues here. Could be how I'm coding it, I've no idea but it seems to work. I can access the container afterwards, just can't take all. If i take one item from the container where I copied to, then try to access my inventory, I ctd.
My original mod and scripts worked fine for a long time, but it's odd. After about 3 days of real time playing, the part of the script that checked to see if anything was in my equipped container just stopped. Like it hung and didn't process after. Worked for 3 days then stopped functioning properly. When i saw the new OBSE and it's walking inventory functions I figured I would give it a shot and modify my original scripts with it. That's where I am now, trying to figure out how to essentially clean up the script a bit and use the ref.copyIR, ref.removeMeIR, foreach, loop etc etc.. functions instead of doing it by label 1, etc.. goto 1 .. loops.
Sorry, it's long winded. I have thoughts and need to get them out of my head. But yeah, currently I can't figure out why I keep CTD'ing.
The original mod's purpose is to automatically transfer certain items from the player to a sort of holding box for that particular type of item.
So a menu pops up asking basically what box to store things, eg.. Weapons Menu, Clothes Menu, Armor Menu, Soulgems Menu. etc.. along with sub menus for Weapons etc.. if you want to store enchanted, unenchanted all or just open up the weapons box. Then this is where the script functions. The way I was doing it was the same way the mod "The art of speedy depositing" works or worked. By walking through the players inventory and checking the object, if it's a quest item, turn it to a non-quest and move it to a quest container. do the same for equipped items, also check the type being moved and turn everything NOT of that type to a quest item. So now you use SomeItem.RemoveAllitems WeaponsContainer 1. Because it was grabbing the base object, using removeallitems with the 1 flag is used to preserve the original owner. eg.. is it stolen. and because all the items are now quest itmes except for the ones that are weapons, only weapons get moved. After which, the script checks the various containers to see what is really a quest item, then walks through the entire player inventory resetting things back to normal, then re-equipping the player by checking the players inventory object with that of what's in the equipment chest. If the same object exists, then equip the item. All the tempChests get cleaned out at the start of the script.
Anyhow, that was just a summary of how the original mod works.
With the new OBSE ref walking functions, because they work on references, they keep the stolen flag, so i'd be able to move just the items i need and not go through the whole hassle of assigning and un-assinging quest itmes to various item types to put in various containers. I would also be able to bypass anything the player is wearing and not have them an item unequipped.
Again, thanks for any help.
-Mush-