According to the info that I've googled, every item with an attached script is persistent by default. Isn't that so? I don't understand this, won't it just execute "whatever you need with any properties / functions on the armor script" part every time the player equips an item with that script? If so, that's not what I'm looking for... I've tried to put these different lines of code under OnEquip event with check whether the armor is equipped by the player (the check itself works, I've attached debug.notification to it)
Scriptname myArmorScript extends ObjectReference
...
SetFormValue(akActor, "myarmorscriptinstance", Self)
Scriptname myArmorScript extends ObjectReference
...
SetFormValue(akActor, "myarmorscriptinstance", Self as Form) But
GetFormValue(akActor, "myarmorscriptinstance")
When launched from other script after the armor was equipped returns 'none'. Can I manually check that value somehow? I was unable to locate it or any other values set by papyrusutils's SetFormValue (from other mods) in the save file by their name... Also
Scriptname myArmorScript extends ObjectReference
Debug.Notification(Self)
Returns '[myArmorScript', is it normal? Also, maybe the GetLinkedRef() from SKSE is what I need? But, for some reason, the script won't compile because that function is unknown, do I have to manually include something in my script for it to work? SKSE's scripts 'source' folder contents is referenced in papyruscompilerplus already...