SetWorldModelPath - Form
Revision as of 03:34, 30 August 2014 by imported>Mofakin (→Examples)
SKSE Member of: Form Script
Sets the world model of the form. (This function requires SKSE)
Syntax
Function SetWorldModelPath(String Path) native
Parameters
- Path: the new world model for this form.
Return Value
- none
Examples
; Set 1st person iron sword static to use 1st person elven sword static world model, emerging from Data/Meshes
1stPersonIronSword.SetWorldModelPath("Weapons/Elven/1stPersonElvenSword.nif")
; Iron sword's now using the Elven sword world model!
; 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
Notes
- This function can only be applied to items that actually have a 'physical/visual' world model.
- This will affect all instances of the passed form.
- World Model changes will not be saved and must be maintained via a maintenance setup or something similar.
- In order to make it work, you'll need to use / (slash) instead of \ (backslash)