Talk:SetName - Form
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[edit source]
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 ActorBase 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)