Hey im just throwing this out there to see if others are having this problem.
When i buy an item something on my character will unequip (cloak, khajiit suit)
Also when using info mode in inventory, the window doesnt go away unless you click off an item (on a neutral space).
I exited the game and reloaded and it went away but came back. I went to different stores in different cities.
I havent tried without mods but i have recently updated mods that ive had for a while.
It may have something to do with outfit manager cause it has that ability.
thanks
Items unequipped when i buy an item
- pango
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Re: Items unequipped when i buy an item
Hi Regnier,
There has been a feature request to change that, but as far as I know it hasn't been implemented by any mod.
Items taken off shelves are immediately equipped, if applicable. This is classic behavior, and also serves as a check that your character class can actually equip the item.
There has been a feature request to change that, but as far as I know it hasn't been implemented by any mod.
Expected behavior is that info message stays on display until you click anywhere. I'm not sure from what you describe is you experienced anything different.
Tried with both Outfit Manager and Inventory Filter, didn't notice any difference in those behaviors.
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Re: Items unequipped when i buy an item
I was buying arrows and ingredients, its never happened like this before.pango wrote: ↑Sat Jan 30, 2021 11:38 am Hi Regnier,
Items taken off shelves are immediately equipped, if applicable. This is classic behavior, and also serves as a check that your character class can actually equip the item.
There has been a feature request to change that, but as far as I know it hasn't been implemented by any mod.
Normally i would click twice to see the first and second window then click a third time to close the window. Now i have to find a neutral spot on the hud to click out of the info screen.
Thanks
- pango
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Re: Items unequipped when i buy an item
That's because neither are equippable items.
I see. I wonder if that's a side effect of one of all the mods you have installed...
Does it happen without mods?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
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Re: Items unequipped when i buy an item
Yes neither are equippable so i shouldnt have had anything unequip. Thats what im talking about; its a new problem and i was wondering if others had noticed
- pango
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Re: Items unequipped when i buy an item
I remember something like that in a DBFig stream. Turns out his mouse buttons were bouncy, so when clicking on "Yes" button to confirm the buy, first click would go to the button, and a second one would go to the paperdoll and unequip whatever was below mouse cursor...
(okay, that was while selling stuff, but could be the same problem nonetheless)
(okay, that was while selling stuff, but could be the same problem nonetheless)
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Interkarma
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Re: Items unequipped when i buy an item
I tried buying many non-equipable items like arrows and ingredients from several shops, and I didn't experience any equipment being unequipped. That's not to say you haven't found a bug, just that I haven't reproduced it yet.
I also stepped through the code while selecting items from stores. These are passed to EquipItem() method for equip logic. To start with, arrows are explicitly excluded and the equip logic will immediately exit if buying arrows.
So if you're experiencing this with arrows, a bouncy mouse like Pango suggests is the most likely cause. Unless a mod is changing equipment categories or something, the code will never proceed to equip arrow from shop screen.
After checking prohibited materials etc., the item is then passed to player's equip table via playerEntity.ItemEquipTable.EquipItem(item). Here it checks the equip slot on item to see if it can be equipped anywhere. Items like ingredients don't map to any slots, so the code just exits.
The handling for equip slot is hardcoded to Gems, Jewellery, Armor, Weapons (excluding arrows), MensClothing, WomensClothing. Again, arrows and ingredients aren't included here. But note that apothecaries can sell gems like diamonds which are equipable.
So far all working as expected. I'm happy to keep digging though if some new information comes up to help reproduce and there's a weird edge case somewhere.
I also stepped through the code while selecting items from stores. These are passed to EquipItem() method for equip logic. To start with, arrows are explicitly excluded and the equip logic will immediately exit if buying arrows.
Code: Select all
if (item.ItemGroup == ItemGroups.Weapons && item.TemplateIndex == (int)Weapons.Arrow)
return;
After checking prohibited materials etc., the item is then passed to player's equip table via playerEntity.ItemEquipTable.EquipItem(item). Here it checks the equip slot on item to see if it can be equipped anywhere. Items like ingredients don't map to any slots, so the code just exits.
Code: Select all
// Get slot for this item
EquipSlots slot = GetEquipSlot(item);
if (slot == EquipSlots.None)
return null;
So far all working as expected. I'm happy to keep digging though if some new information comes up to help reproduce and there's a weird edge case somewhere.
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Re: Items unequipped when i buy an item
Thanks Interkarma i have a feeling theres something wrong with the mouse cause im having the info screen issue too.Interkarma wrote: ↑Mon Feb 08, 2021 1:04 am I tried buying many non-equipable items like arrows and ingredients from several shops, and I didn't experience any equipment being unequipped. That's not to say you haven't found a bug, just that I haven't reproduced it yet.
I also stepped through the code while selecting items from stores. These are passed to EquipItem() method for equip logic. To start with, arrows are explicitly excluded and the equip logic will immediately exit if buying arrows.
So if you're experiencing this with arrows, a bouncy mouse like Pango suggests is the most likely cause. Unless a mod is changing equipment categories or something, the code will never proceed to equip arrow from shop screen.Code: Select all
if (item.ItemGroup == ItemGroups.Weapons && item.TemplateIndex == (int)Weapons.Arrow) return;
After checking prohibited materials etc., the item is then passed to player's equip table via playerEntity.ItemEquipTable.EquipItem(item). Here it checks the equip slot on item to see if it can be equipped anywhere. Items like ingredients don't map to any slots, so the code just exits.
The handling for equip slot is hardcoded to Gems, Jewellery, Armor, Weapons (excluding arrows), MensClothing, WomensClothing. Again, arrows and ingredients aren't included here. But note that apothecaries can sell gems like diamonds which are equipable.Code: Select all
// Get slot for this item EquipSlots slot = GetEquipSlot(item); if (slot == EquipSlots.None) return null;
So far all working as expected. I'm happy to keep digging though if some new information comes up to help reproduce and there's a weird edge case somewhere.