Difference between revisions of "SetEnchantment"

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==Notes==
==Notes==
*Can cause oddities and CTDs when used on arrows.
* For equipped armor and clothing, the new enchantment will only take affect after the actor unequips and re-equips the item.
**Fixed as of v0014a.
* Changes to weapon enchantments occur immediately. If the change occurs while the weapon is equipped however, the enchantment shader (e.g. the orange edge glow for fire damage) will not update until the actor unequips and re-equips the weapon.
* Changes to base objects (such as which enchantment it uses) are not saved by the game, unless the base object is already a part of the save game (i.e. dynamic). To create a dynamic form, use [[CloneForm]].
* Doesn't work on arrows.


==See Also==
==See Also==
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[[Category: Magic Functions]]
[[Category: Magic Functions]]
[[Category: Magic Functions (OBSE)]]
[[Category: Magic Functions (OBSE)]]
[[Category: Magic Functions - Magic Item (OBSE)]]

Latest revision as of 14:29, 30 September 2011

A command for Oblivion Script Extender

Syntax:

(oldEnchantment:ref) reference.SetEnchantment nuEnchantment:ref objectID:ref

Sets the specific enchantment on the object and returns any previous enchantment.

Notes[edit | edit source]

  • For equipped armor and clothing, the new enchantment will only take affect after the actor unequips and re-equips the item.
  • Changes to weapon enchantments occur immediately. If the change occurs while the weapon is equipped however, the enchantment shader (e.g. the orange edge glow for fire damage) will not update until the actor unequips and re-equips the weapon.
  • Changes to base objects (such as which enchantment it uses) are not saved by the game, unless the base object is already a part of the save game (i.e. dynamic). To create a dynamic form, use CloneForm.
  • Doesn't work on arrows.

See Also[edit | edit source]