Difference between revisions of "CopyEyes"
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'''Syntax:''' | '''Syntax:''' | ||
(nothing) reference.CopyEyes copyFrom:ref copyTo:ref | (nothing) ''reference''.CopyEyes copyFrom:ref ''copyTo:ref'' | ||
Copies the eyes used by one | Copies the eyes used by one actor, including the player, onto another. If the first ''reference'' is used it will replace ''CopyTo:ref''. | ||
==Notes== | ==Notes== | ||
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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. | ||
**As a workaround you can add a vampirism ability, wait a bit and then remove the vampirism again. When the game resets the face to to normal, it will use the new eyes. | |||
==See Also== | ==See Also== |
Latest revision as of 12:37, 22 September 2010
A command for Oblivion Script Extender
Syntax:
(nothing) reference.CopyEyes copyFrom:ref copyTo:ref
Copies the eyes used by one actor, including the player, onto another. If the first reference is used it will replace CopyTo:ref.
Notes[edit | edit source]
- 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.
- As a workaround you can add a vampirism ability, wait a bit and then remove the vampirism again. When the game resets the face to to normal, it will use the new eyes.