Update item list with Papyrus after blueprint sorting

This commit is contained in:
Eddoursul 2024-01-25 06:01:59 +01:00
parent b0f3543d9c
commit 8ede3c6300
3 changed files with 5 additions and 0 deletions

View File

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

View File

@ -53,6 +53,9 @@ function StoreSingleCopy()
/; /;
ITMBookClose.Play(PlayerREF) ITMBookClose.Play(PlayerREF)
_00E_FS_BlueprintItemsStored.Show(EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1)) _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 endfunction
Function TakeBlueprints() Function TakeBlueprints()