SetWorldModelPath - Form: Difference between revisions

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imported>Mofakin
(Created page with "Category:Scripting Category:Papyrus Category:SKSE '''SKSE Member of:''' Form Script Sets the world model of the form. (This function requires SKSE) == Syntax...")
 
imported>Mofakin
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; example on how to set up maintenance code in order to replace world model on loading a game, with the one applied before saving the game
; this example uses SkyUI menu option to replace world models via MCM menu
; as long as you did not place any objects in the game world while executing SetWorldModelPath in any of your scripts, you don't necessarily need maintenance code
Function MaintenanceSection()
        SetMenuOptionValue(MarkerModel, MarkerList[MarkerModelIndex])
If MarkerModelIndex == 0
              ; do stuff
ElseIf MarkerModelIndex == 1
Int iIndex = MTW_WayStoneFormList.GetSize(); get all ObjectReferences of base object via array
While iIndex
iIndex -= 1
ObjectReference WaystoneRef = MTW_WayStoneFormList.GetAt(iIndex) as ObjectReference
Utility.Wait(0.25); script latency troubleshoot
WaystoneRef.disable(); needs to be disabled and reenabled in order to properly work on already plaaced instances in the game world
MTW_Sign01.SetWorldModelPath("PointOfInterest/NorHitchPost01.nif")
WaystoneRef.enable(); don't forget to reenable
EndWhile
ElseIf MarkerModelIndex == 2
              ; do stuff
EndIf
EndFunction
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== Notes ==
== Notes ==
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