Difference between revisions of "SetEnchantment"
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imported>Haama m (Reverted edits by Lowtime (Talk); changed back to last version by DragoonWraith) |
imported>DragoonWraith (→Notes: updating save note) |
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==Notes== | ==Notes== | ||
*Doesn't work on arrows. | * 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== | ==See Also== |
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.