Difference between revisions of "AttachModToInventoryItem - ObjectReference"

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== Syntax ==
== Syntax ==
<source lang="papyrus">
<source lang="papyrus">
Function AttachModToInventoryItem(Form akItem, ObjectMod akMod) native
bool Function AttachModToInventoryItem(Form akItem, ObjectMod akMod) native
</source>
</source>



Latest revision as of 20:22, 13 June 2018

Member of: ObjectReference Script

Attach a mod to an item in this object's inventory.

Syntax[edit | edit source]

bool Function AttachModToInventoryItem(Form akItem, ObjectMod akMod) native

Parameters[edit | edit source]

  • akItem: a base form of the item we want to modify
  • akMod: a base form of the mod we want to add/attach to akItem

Return Value[edit | edit source]

True if it successfully attached the mod, false otherwise. Note that this is only going to check that the mod found an attach point to attach to; it will not check what type of mod it is or if it replaced another mod already on the item.

Examples[edit | edit source]

; attach a new arm armor mod to Bob's power armor
BobRef.AttachModToInventoryItem(PowerArmorObject, PowerArmorRightArmMod)

Notes[edit | edit source]

  • This doesn't do much error checking, so if you try to attach a mod to an item that already has the mod, it may silently fail
  • Currently there is a bug if you do this to an actor in combat; they will end up having no weapons drawn and won't attempt to draw any unless forced to do so.
  • Currently this function causes the object to reload its entire 3d if they had the item equipped that you modified. This might look strange if the player is watching.
  • This function currently won't work if the object it is called on has more than one of the item you request to modify.


See Also[edit | edit source]