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Update item list with Papyrus after blueprint sorting

development
Eddoursul 3 months ago
parent b0f3543d9c
commit 8ede3c6300
  1. BIN
      scripts/_00E_BlueprintCollectionItem.pex
  2. 2
      source/Enderal DLL/src/PapyrusFunctions.h
  3. 3
      source/scripts/_00E_BlueprintCollectionItem.psc

@ -159,11 +159,13 @@ namespace Papyrus::PapyrusFunctions
}
}
/*
auto inventory_menu = RE::UI::GetSingleton()->GetMenu<RE::InventoryMenu>();
if (inventory_menu) {
inventory_menu->GetRuntimeData().itemList->Update();
}
*/
return iResult;
}

@ -53,6 +53,9 @@ function StoreSingleCopy()
/;
ITMBookClose.Play(PlayerREF)
_00E_FS_BlueprintItemsStored.Show(EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1))
Armor item = Game.GetForm(0x1FE82) as Armor ; non-playable Draugr Skin
PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
PlayerREF.RemoveItem(item, 1, true)
endfunction
Function TakeBlueprints()

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