I have not tested it in NG, but when I implemented a fix in PapyrusExtender, one of the issues was related to the use of Biped_slots vs armor slots. This of course could be related to Papyrus, but just wanted to flag it since your fix was my initial fix.
I have not tested it in NG, but when I implemented a fix in PapyrusExtender, one of the issues was related to the use of Biped_slots vs armor slots. This of course could be related to Papyrus, but just wanted to flag it since your fix was my initial fix.
Here's the current implementation here: https://github.com/CharmedBaryon/CommonLibSSE-NG/blob/main/src/RE/I/InventoryChanges.cpp#L47-L61
Here's how I fixed it in PE. Note the
biped_slot
conversion. https://github.com/alandtse/PapyrusExtenderSSE/blob/master/src/C%2B%2B/Papyrus/Functions/Actor.h#L484-L498