Difference between revisions of "NifGetPath"
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'''Syntax''' | '''Syntax''' | ||
(string: | (string:filePath) NifGetPath short:nifID | ||
Returns the file path (relative to the Oblivion\Data\Meshes\ folder) of the particular nif that the NifID refers to. Note that for writable nifs, this will differ from the file path given to [[NifOpen]], so this function must be used in order to get that file path for use. [[NifGetOriginalPath]] will return the file path given to NifOpen, if desired. | Returns the file path (relative to the <tt>Oblivion\Data\Meshes\</tt> folder) of the particular nif that the NifID refers to. Note that for writable nifs, this will differ from the file path given to [[NifOpen]], so this function must be used in order to get that file path for use. [[NifGetOriginalPath]] will return the file path given to NifOpen, if desired. | ||
{{NifSE Example}} | |||
== See Also == | == See Also == | ||
* [[NifGetOriginalPath]] | * [[NifGetOriginalPath]] | ||
[[Category:NifSE | [[Category:NifSE]] |
Latest revision as of 11:30, 31 August 2010
This is a command from NifSE.
Syntax
(string:filePath) NifGetPath short:nifID
Returns the file path (relative to the Oblivion\Data\Meshes\ folder) of the particular nif that the NifID refers to. Note that for writable nifs, this will differ from the file path given to NifOpen, so this function must be used in order to get that file path for use. NifGetOriginalPath will return the file path given to NifOpen, if desired.
Example
As an example of using NifSE, consider this code:
ref playerWeapon string_var filepath short nifID Begin GameMode if ( playerWeapon != player.GetEquippedObject 16 ) if ( playerWeapon ) let filepath := NifGetOriginalPath nifID SetModelPath $filepath playerWeapon NifClose nifID endif let playerWeapon := player.GetEquippedObject 16 let filepath := GetModelPath playerWeapon let nifID := NifOpen $filepath 1 let filepath := NifGetPath nifID SetModelPath $filepath playerWeapon endif End
Every time the player equips a new weapon, creates a copy of the weapon's model that can be edited using NifSE, and sets the weapon's model to the copy. If a previous weapon had been affected, sets that weapon's model back to its original file, and closes that nif in NifSE. From here, one would presumably have further blocks dedicated to determining when to apply various changes using the other NifSE functions.