diff --git a/scripts/_00E_BlueprintCollectionItem.pex b/scripts/_00E_BlueprintCollectionItem.pex index e383f337..dcff3d59 100644 Binary files a/scripts/_00E_BlueprintCollectionItem.pex and b/scripts/_00E_BlueprintCollectionItem.pex differ diff --git a/source/scripts/_00E_BlueprintCollectionItem.psc b/source/scripts/_00E_BlueprintCollectionItem.psc index 04cb92d7..ef8e2672 100644 --- a/source/scripts/_00E_BlueprintCollectionItem.psc +++ b/source/scripts/_00E_BlueprintCollectionItem.psc @@ -51,11 +51,19 @@ function StoreSingleCopy() _00E_FS_BlueprintItemsStored.Show(iItemsToStore) endif /; + int iCount = EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1) 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 + + Utility.WaitMenuMode(0.5) + Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin PlayerREF.RemoveItem(item, 1, true) + + if iCount > 150 + Utility.WaitMenuMode(0.5) + PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory + endif + + _00E_FS_BlueprintItemsStored.Show(iCount) endfunction Function TakeBlueprints()