Do not refresh inventory when zero blueprints were stored
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@ -52,8 +52,11 @@ function StoreSingleCopy()
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endif
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endif
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/;
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/;
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int iCount = EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1)
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int iCount = EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1)
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if iCount > 0
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ITMBookClose.Play(PlayerREF)
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ITMBookClose.Play(PlayerREF)
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; Moving items is fast, refreshing inventory is not
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Utility.WaitMenuMode(0.5)
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Utility.WaitMenuMode(0.5)
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Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin
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Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin
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PlayerREF.RemoveItem(item, 1, true)
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PlayerREF.RemoveItem(item, 1, true)
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@ -62,6 +65,7 @@ function StoreSingleCopy()
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Utility.WaitMenuMode(0.5)
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Utility.WaitMenuMode(0.5)
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PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
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PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
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endif
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endif
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endif
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_00E_FS_BlueprintItemsStored.Show(iCount)
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_00E_FS_BlueprintItemsStored.Show(iCount)
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endfunction
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endfunction
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