Difference between revisions of "OnItemAdded - ObjectReference"

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Grammar
imported>Layam
(Added note about using this event to force-equip items in a pick-pocketting or OpenInventory() dialogue.)
imported>Layam
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*Once an object has been added to a container it is no longer valid to call member functions on it. Member functions on akItemReference (which is often None) will most likely fail to run with an error.
*Once an object has been added to a container it is no longer valid to call member functions on it. Member functions on akItemReference (which is often None) will most likely fail to run with an error.
*If you only care about certain kinds of objects, you should also use [[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]] to filter out any events for things you aren't interested in.
*If you only care about certain kinds of objects, you should also use [[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]] to filter out any events for things you aren't interested in.
*Although you can use this event to force actors to equip items in an [[OpenInventory - Actor|OpenInventory]] or pick-pocketing dialogues, those items will not be visible 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.
*Although you can use this event to force actors to equip items in [[OpenInventory - Actor|OpenInventory]] or pick-pocketing dialogues, those items 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 ==
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