Actually, the only way I've seen the inventory update is when something is equipped/unequipped. Because it has to update the markers in the list, this isn't an OBSE issue, but more a method to limit the work needed to update the inventory list (doing it repeatedly would use more cpu time, so they had to come up with a method to limit it). Adding an item won't necessarily affect the list because I have mods that do that as well, and they don't update while the menu is open. Now say you have two swords of the same thing, equipping one will force the list to update (because it has to switch to the new weapon and mark it as being equipped and separate the non-equipped one in the list). The tail slot idea is probably the best bet, because equipping it to the slot and putting back the existing one (or unequipping it).
ref Item...before while:set Item to Player.GetEquippedObject 15Player.AddItemNS "mytail object set Quest and not playable." 1Player.EquipItemSilent "my tail object"while loop hereif Item Player.EquipItemSilent Itemelse Player.UnEquipItemSilent "my tail object"endifPlayer.RemoveItemNS "my tail object"
That should work for what you want. The inventory will have to refresh when you equip your tail item to rechain the list so that restacking can occur, now whether or not it will do so for the entire inventory (think so), I don't know for sure, as I'm not sure if the inventory is separated by type, but I kind of doubt it is (as it'd be cumbersome to work with).
Give that a try.
GuruSR.
I wasn't accusing OBSE of being responsible, I'm saying, the menu isn't updating, they can force it to update from the underlying array every time it opens, bypassing Beths code.. (And hopefully squashing this bug..)
Anyways, thanks, I'll give this a try, it looks fairly easy to implement..

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Nope, it didn't work..
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I just want to add, my mod has had a recycle function for years now, and I've never seen this issue before, and trust me, I've done exactly what you see in the video a thousand times with this mod in the past. Something is going on... Whether something quirky in my new code is causing it, whether the new OBSE has issues, whether it's MenuQue, I can't say for sure, but something is causing it to act up, in a way I've never experienced..
This is the unreleased version seen in the video.. (It requires MenuQue v9)
http://rapidshare.com/files/451907376/Advanced_Magecraft.rar
Anyone is welcome to try this, and see if they can reproduce the behavior.. Aside from the buttons being too small, and this issue, and a few readme updates it needs, it's ready for release.. (ie, it's very stable, and everything works but what you see above..)
Also note, that if you had a "single" item of the types in the video, it also works fine.. (ie, 1 Daedric Dagger, recycles fine..)
It also works fine for almost every other object in the game..