generally if equip table:

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ie. empty: table unequips the all or with one defined unequip the rest

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equipping needs the item in inventory

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for testing local, onactive enginehandler:

local self = require('openmw.self')
local types = require('openmw.types')

local function onActive()
		-- do stuff here
end

return { engineHandlers = { onActive = onActive } }

simple start

types.Actor.setEquipment(self,equips)

where equips is a table, map for splot and item values

this one as iterator

      for splot,item in pairs(equips) do
        print(self.recordId, splot, item.recordId)
      end

if you want to add item, changing one in table

this means global world, createobject and moveinto or such to get the item

types.Actor.setEquipment(self, { 
				[types.Actor.EQUIPMENT_SLOT.Boots] = "boots of blinding speed[unique]" } )

“removing” one from equip table (removes defined)