You'll need to use the setMEXXX functions on each MGEF in the utem's enchantment to swap its particle emitter ( use the magiceffects\null.nif as the interim one ) before equipping the item.
I've tried with SetMagicEffectModel. The script has to equip an item with fortify attributes and skills effects on the player any time it gets unequipped:
short fixedstring_var fixequip01;(is it string_var? and what does string_var mean? i saw it in another script and figured it was what I should use)string_var fixequip02BeginGameMode...if Player.GetEquipped Token == 0 && fixed == 0 set fixequip01 to GetMagicEffectModel FOSK set fixequip02 to GetMagicEffectModel FOAT SetMagicEffectModel "Meshes\magiceffects\null.nif" FOSK SetMagicEffectModel "Meshes\magiceffects\null.nif" FOAT Player.EquipItemNS Token set fixed to 1elseif Player.GetEquipped Token && fixed SetMagicEffectModel fixequip01 FOSK SetMagicEffectModel fixequip02 FOAT set fixed to 0;(this is the part not working, its supposed to restore the effects to their previous models, but they remain with null.nif)endIf...
So it seems to work, but for some reason it doesn't restore the fortify skill and fortify attribute effects model (Restoration.nif) at the end. Have I declared the variables correctly?
Edit: this wireless keyboard is unreliable at best...
Edit": I could type in directly which .nif file they should be restored to, but that would be incompatible with graphic replacers of those effects.
Also, is there a way to prevent the equip sound? The CS wiki says there is, but when redirected to spam techniques it only lists how to prevent the sound/messages when adding items, not when equipping them.