has anyone found a good way of getting into the inventory of reanimated minions?
OpenInventory() doesn't seem to work on them so what I did was:
created a new perk with an Activate entry point
created a new generic container
in the fragment for my perk I use RemoveAllItems to send the minion's inventory to the container, force activate the container, then RemoveAllitems back to the minion.
That all works swimmingly. I can use ShowInventory in the console to verify that the transfer happens. The problem is, the borked reanimated AI doesn't seem to want to equip anything...at all. I give it weapons and it fights with its fists when combat starts. I give it armor and it just stands around naked.
So, since it doesn't want to automatically equip nice things like normal NPCs, I gave it a scripted magic effect.
Actor TargetEvent OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget Debug.MessageBox("start") EndEventEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)Form ToAdd = akItemReference as FormTarget.EquipItem(ToAdd)if ToAdd != none Debug.MessageBox("equipped")endifEndEvent
I never get the "equipped" message. http://www.creationkit.com/OnItemAdded_-_ObjectReference's notes on the wiki say that akItemReference is usually none...How else should I go about getting things equipped?