Difference between revisions of "EquipItem - Actor"

Jump to navigation Jump to search
11 bytes added ,  08:44, 5 September 2015
m
imported>Five Alpha Reductase
m
imported>SarthesArai
m (→‎Notes: tweak)
Line 34: Line 34:
*When using EquipItem to equip a custom player-enchanted item to any actor, a bug will prevent the magic effects of that enchantment from taking effect. Normal (non-player-enchanted) items still take effect normally.
*When using EquipItem to equip a custom player-enchanted item to any actor, a bug will prevent the magic effects of that enchantment from taking effect. Normal (non-player-enchanted) items still take effect normally.
*Equipping an enchanted weapon on an actor that is not in a loaded cell will reset the weapon charge to full.
*Equipping an enchanted weapon on an actor that is not in a loaded cell will reset the weapon charge to full.
*If the calling actor does not have akItem, they will be given one. It is best, however, to add the item with [[AddItem - ObjectReference]], then equip it as the item might not otherwise register as equipped.
*If the calling actor does not have akItem, they will be given one. It is best, however, to add the item with [[AddItem - ObjectReference|AddItem ()]], then equip it as the item might not otherwise register as equipped.
<source lang="papyrus">FrenchTaunterREF.EquipItem(HolyGrailARMO, True) ; Gives them one unless they've already got one</source>
<source lang="papyrus">FrenchTaunterREF.EquipItem(HolyGrailARMO, True) ; Gives them one unless they've already got one</source>
*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.
Anonymous user

Navigation menu