Difference between revisions of "SetEyes"
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imported>Haama (Fixed syntax) |
imported>Haama (→Notes: Vampire hack) |
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*Changes to an NPC will not be visible until the actor is reloaded; calling disable followed by enable a frame later will force the NPC to reload, updating the eyes (and hair). | *Changes to an NPC will not be visible until the actor is reloaded; calling disable followed by enable a frame later will force the NPC to reload, updating the eyes (and hair). | ||
*Changes to the player may not be visible until the game is reloaded. | *Changes to the player may not be visible until the game is reloaded. | ||
**There is a [http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=772701&view=findpost&p=11287099 Vampirism hack] that will refresh the player's eyes without the need to reload. | |||
==See Also== | ==See Also== |
Revision as of 02:56, 25 November 2007
A command for Oblivion Script Extender
Syntax:
(nothing) reference.SetEyes eyes:ref npc:ref
Sets the eyes on one actor, including the player, to a set of eyes predefined in the CS.
Notes
- Changes to an NPC are not saved in the savegame and will revert to their original upon loading the save game.
- However, changes to the player will last beyond a savegame.
- Changes to an NPC will not be visible until the actor is reloaded; calling disable followed by enable a frame later will force the NPC to reload, updating the eyes (and hair).
- Changes to the player may not be visible until the game is reloaded.
- There is a Vampirism hack that will refresh the player's eyes without the need to reload.