What I want it to do:
When the Armor property items are crafted, swap them out for the appropriate Light property item.
What it is doing instead:
LanternDummy and LanternLousyDummy are swapped out properly each time.
HOWEVER, LanternGoldenPurpleDummy is not swapped out the first time it is crafted, but every time after that.
Scriptname WieldableLanternDummySwap extends ObjectReferenceFormList Property WieldableLanternListDummy AutoArmor Property LanternLousyDummy AutoArmor Property LanternDummy AutoArmor Property LanternGoldenPurpleDummy AutoLight Property WieldableLanternLight AutoLight Property WieldableLanternLousyLight AutoLight Property WieldableLanternGoldenPurpleLight AutoEvent OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) AddInventoryEventFilter(WieldableLanternListDummy) If(akBaseItem == LanternGoldenPurpleDummy) Game.GetPlayer().RemoveItem(akBaseItem) Game.GetPlayer().AddItem(WieldableLanternGoldenPurpleLight, 1 ) Debug.MessageBox("thing added") elseif(akBaseItem == LanternDummy) Game.GetPlayer().RemoveItem(akBaseItem) Game.GetPlayer().AddItem(WieldableLanternLight, 1 ) Debug.MessageBox("thing removed2") elseif(akBaseItem == LanternLousyDummy) Game.GetPlayer().RemoveItem(akBaseItem) Game.GetPlayer().AddItem(WieldableLanternLousyLight, 1 ) Debug.MessageBox("thing removed") endifendEventThe other strange problem that happens is one of the lantern's 3D model preview, seemingly random, that displays in the craft menu and in the players inventory will appear zoomed in greatly, covering most of the player's screen, yet they are all set up exactly the same and use the same model.
