Difference between revisions of "Talk:SetName - Form"
imported>Thingy Person |
imported>CraftySentinel |
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::OnInit() fires just fine in the alias script. Why use an extra quest script? [[User:Thingy Person|Thingy Person]] ([[User talk:Thingy Person|talk]]) 2013-07-26T07:08:19 (EDT) | ::OnInit() fires just fine in the alias script. Why use an extra quest script? [[User:Thingy Person|Thingy Person]] ([[User talk:Thingy Person|talk]]) 2013-07-26T07:08:19 (EDT) | ||
== Name Persistence == | |||
While Form name changes are not saved they can still sometimes be carried over to another game instance(save) as long as the game has not closed, I am assuming this is due to the form being kept in memory and not reset when loading a new game (Note: Only some form types do this in my case it was Message Forms but when I attempted to replicate this on an Actor form it did not carry over ever). It's just something nice to be aware of as it can cause some inconsistencies. --[[User:CraftySentinel|CraftySentinel]] ([[User talk:CraftySentinel|talk]]) 2013-07-31T04:00:17 (EDT) |
Revision as of 03:00, 31 July 2013
Would this script work on cells? For example I want Alva's House to become Hroggar's House after Laid To Rest. GetTheJojDone (talk) 2013-07-17T10:28:15 (EDT)
- Yes. SetName is a member of Form and Cell extends Form, thus SetName is inherited by Cell and applicable for Cell forms. - JustinOther (talk)
So how would it be written? GetCell? GetTheJojDone (talk) 2013-07-25T12:30:43 (EDT)
- Actually, it appears the name is given by its location, MorthalAlvaAndHroggarsHouseLocation "Alva's House" [LCTN:0001EB8E]. SetName should work on LCTN forms, but changes won't persist across game loads. Using a maintenance setup, you can see to it the name sticks.
- ==========================================================================
Quest
ScriptName YourQuestScript Extends Quest
String Property sDesiredName = "Hroggar's House" Auto
Location Property MorthalAlvaAndHroggarsHouseLocation Auto
Event OnInit()
If MorthalAlvaAndHroggarsHouseLocation.GetName() != sDesiredName
MorthalAlvaAndHroggarsHouseLocation.SetName(sDesiredName)
EndIf
EndEvent
Player
ScriptName YourPlayerScript Extends ReferenceAlias
YourQuestScript Property QuestScript Auto
Event OnPlayerLoadGame()
QuestScript.OnInit()
EndEvent
- ============================================================ - JustinOther (talk)
- OnInit() fires just fine in the alias script. Why use an extra quest script? Thingy Person (talk) 2013-07-26T07:08:19 (EDT)
Name Persistence
While Form name changes are not saved they can still sometimes be carried over to another game instance(save) as long as the game has not closed, I am assuming this is due to the form being kept in memory and not reset when loading a new game (Note: Only some form types do this in my case it was Message Forms but when I attempted to replicate this on an Actor form it did not carry over ever). It's just something nice to be aware of as it can cause some inconsistencies. --CraftySentinel (talk) 2013-07-31T04:00:17 (EDT)