Talk:SetName - Form

Active discussions

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.
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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 PersistenceEdit

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)

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