diff --git a/scripts/_00E_BlueprintCollectionItem.pex b/scripts/_00E_BlueprintCollectionItem.pex index 2da75ca8..e383f337 100644 Binary files a/scripts/_00E_BlueprintCollectionItem.pex and b/scripts/_00E_BlueprintCollectionItem.pex differ diff --git a/source/Enderal DLL/src/PapyrusFunctions.h b/source/Enderal DLL/src/PapyrusFunctions.h index 08d96184..36af5e60 100644 --- a/source/Enderal DLL/src/PapyrusFunctions.h +++ b/source/Enderal DLL/src/PapyrusFunctions.h @@ -159,11 +159,13 @@ namespace Papyrus::PapyrusFunctions } } + /* auto inventory_menu = RE::UI::GetSingleton()->GetMenu(); if (inventory_menu) { inventory_menu->GetRuntimeData().itemList->Update(); } + */ return iResult; } diff --git a/source/scripts/_00E_BlueprintCollectionItem.psc b/source/scripts/_00E_BlueprintCollectionItem.psc index 31d2a871..04cb92d7 100644 --- a/source/scripts/_00E_BlueprintCollectionItem.psc +++ b/source/scripts/_00E_BlueprintCollectionItem.psc @@ -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()