Difference between revisions of "SetEyes"

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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.
**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 12:35, 22 September 2010

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[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.

See Also[edit | edit source]