Difference between revisions of "SetNthHeadPart - ActorBase"

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(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
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== 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 or with Actor.Disable()/Actor.Enable(). NPCs are though affected by the gray-face bug.
 
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.

See Also