Difference between revisions of "SetNthHeadPart - ActorBase"
Jump to navigation
Jump to search
imported>Seigneur Voland (Created page with "Category:Scripting Category:Papyrus Category:SKSE '''SKSE Member of:''' ActorBase Script Changes the specified head part of this actor. (This function require...") |
imported>Seigneur Voland m |
||
Line 34: | Line 34: | ||
== Notes == | == Notes == | ||
Changes are only permanent for the Player, and are only updated after the game is saved & reloaded. | Changes are only permanent for the Player, and are only updated after the game is saved & reloaded, or directly with QueueNiNodeUpdate(). | ||
Changes on NPCs only last a single session, and are only updated when Player exit/re-enter NPC Cell | |||
Changes on NPCs only last a single session, and are only updated when Player exit/re-enter NPC Cell, with Actor.Disable()/Actor.Enable() or directly with QueueNiNodeUpdate(). | |||
NPCs are though affected by the gray-face bug. | |||
== See Also == | == See Also == | ||
*[[ActorBase Script]] | *[[ActorBase Script]] | ||
*[[GetNumHeadParts - ActorBase]] | *[[GetNumHeadParts - ActorBase]] | ||
*[[GetNthHeadPart - ActorBase]] | *[[GetNthHeadPart - ActorBase]] |
Revision as of 06:59, 5 September 2012
SKSE Member of: ActorBase Script
Changes the specified head part of this actor. (This function requires SKSE)
Syntax
Function SetNthHeadPart(HeadPart nHeadPart, Int slotPart) native
Parameters
- nHeadPart : the new HeadPart for the ActorBase
- slotPart : the Nth HeadPart to change
Return Value
None
Examples
; gives the Player Aerin hair & eyes
HeadPart AerinHair = Aerin.GetNthHeadPart(1)
Player.SetNthHeadPart(AerinHair, 5)
Player.SetNthHeadPart(Aerin.GetNthHeadPart(4), 3)
; gives the Player the Ysmir's beard
if ( Player.GetNthHeadPart(6) != BeardList.GetAt(3) as HeadPart ) ; BeardList.GetAt(3) = YsmirBeard
Player.SetNthHeadPart(BeardList.GetAt(3) as HeadPart, 6)
endif
Notes
Changes are only permanent for the Player, and are only updated after the game is saved & reloaded, or directly with QueueNiNodeUpdate().
Changes on NPCs only last a single session, and are only updated when Player exit/re-enter NPC Cell, with Actor.Disable()/Actor.Enable() or directly with QueueNiNodeUpdate(). NPCs are though affected by the gray-face bug.