Difference between revisions of "EquipItem - Actor"

321 bytes added ,  05:37, 28 March 2013
Added not on using QueueNiNodeUpdate to workaround issue where actors do not draw armor equipped while in the OpenInventory or pick-pocketting dialogue.
imported>Chesko
imported>Layam
(Added not on using QueueNiNodeUpdate to workaround issue where actors do not draw armor equipped while in the OpenInventory or pick-pocketting dialogue.)
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*In some cases the aforementioned item addition can be utilized to add non-inventory items. The below will add an Alduin NPC form to the player's inventory that, when dropped, will be a full-sized Alduin actor.
*In some cases the aforementioned item addition can be utilized to add non-inventory items. The below will add an Alduin NPC form to the player's inventory that, when dropped, will be a full-sized Alduin actor.
<source lang="papyrus">Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject())</source>
<source lang="papyrus">Game.GetPlayer().EquipItem((Game.GetForm(0x00032DB7) As ObjectReference).GetBaseObject())</source>
*Armor equipped while in [[OpenInventory - Actor|OpenInventory]] or pick-pocketing dialogues will not be visible on the actor until the dialogue is ended. Calling the SKSE function [[QueueNiNodeUpdate - Actor|QueueNiNodeUpdate]] straight after calling EquipItem can force the actor to draw the new equipment immediately.


== See Also ==
== See Also ==
Anonymous user