Update item list with Papyrus after blueprint sorting
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@ -159,11 +159,13 @@ namespace Papyrus::PapyrusFunctions
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}
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}
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}
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}
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/*
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auto inventory_menu = RE::UI::GetSingleton()->GetMenu<RE::InventoryMenu>();
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auto inventory_menu = RE::UI::GetSingleton()->GetMenu<RE::InventoryMenu>();
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if (inventory_menu) {
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if (inventory_menu) {
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inventory_menu->GetRuntimeData().itemList->Update();
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inventory_menu->GetRuntimeData().itemList->Update();
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}
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}
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*/
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return iResult;
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return iResult;
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}
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}
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@ -53,6 +53,9 @@ function StoreSingleCopy()
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/;
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/;
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ITMBookClose.Play(PlayerREF)
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ITMBookClose.Play(PlayerREF)
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_00E_FS_BlueprintItemsStored.Show(EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1))
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_00E_FS_BlueprintItemsStored.Show(EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1))
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Armor item = Game.GetForm(0x1FE82) as Armor ; non-playable Draugr Skin
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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)
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endfunction
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endfunction
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Function TakeBlueprints()
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Function TakeBlueprints()
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