; --- Add this code segment to the end of FollowerAliasScript ---;; Every time your follower's inventory changes, this script will check the number of items; with the same keyword as what the FolloweHuntingBow and FollowerIronArrow have.;; If other items with the same keywords are found, any follower-specific items are removed.; If not, the number of follower-specific items is adjusted to the standard amount.;; As no new properties are introduced, no plugin edits are required.Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) AdjustInventory(0x0010E2DD,0x0001E715,1) ; FormIDs: FollowerHuntingBow, WeapTypeBow (keyword) AdjustInventory(0x0010E2DE,0x000917E7,12) ; FormIDs: FollowerIronArrow, VendorItemArrow (keyword)EndEventEvent OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) AdjustInventory(0x0010E2DD,0x0001E715,1) ; FormIDs: FollowerHuntingBow, WeapTypeBow (keyword) AdjustInventory(0x0010E2DE,0x000917E7,12) ; FormIDs: FollowerIronArrow, VendorItemArrow (keyword)EndEventFUNCTION AdjustInventory(int ItemID, int KeyWID, int Quant) Form Item = Game.GetForm(ItemID) Keyword KeyW = Game.GetForm(KeyWID) as Keyword int N = Self.GetActorRef().GetItemCount(Item) ; Set N to number of items held if (Self.GetActorRef().GetItemCount(KeyW) == N) ; No other items with the same keyword? N -= Quant ; Set N to excess Number of items held endif if (N) ; Any adjustment required? if (N > 0) Self.GetActorRef().Removeitem(Item,N) ; Remove excess else Self.GetActorRef().Additem(Item,-N) ; Fill up endif endifendFUNCTION