diff --git a/scripts/_00E_BlueprintCollectionItem.pex b/scripts/_00E_BlueprintCollectionItem.pex index dcff3d59..700492c9 100644 Binary files a/scripts/_00E_BlueprintCollectionItem.pex and b/scripts/_00E_BlueprintCollectionItem.pex differ diff --git a/source/scripts/_00E_BlueprintCollectionItem.psc b/source/scripts/_00E_BlueprintCollectionItem.psc index ef8e2672..6f264027 100644 --- a/source/scripts/_00E_BlueprintCollectionItem.psc +++ b/source/scripts/_00E_BlueprintCollectionItem.psc @@ -52,15 +52,19 @@ function StoreSingleCopy() endif /; int iCount = EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1) - ITMBookClose.Play(PlayerREF) - - Utility.WaitMenuMode(0.5) - Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin - PlayerREF.RemoveItem(item, 1, true) - - if iCount > 150 + + if iCount > 0 + ITMBookClose.Play(PlayerREF) + + ; Moving items is fast, refreshing inventory is not Utility.WaitMenuMode(0.5) - PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory + Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin + PlayerREF.RemoveItem(item, 1, true) + + if iCount > 150 + Utility.WaitMenuMode(0.5) + PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory + endif endif _00E_FS_BlueprintItemsStored.Show(iCount)