Difference between revisions of "SetModelPath"

84 bytes added ,  23:49, 4 December 2006
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imported>Scruggs
imported>Scruggs
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* The file path is relative to Oblivion\Data\Meshes.
* The file path is relative to Oblivion\Data\Meshes.
* If the .nif supplied is not found, no model will be associated with the object.
* If the .nif supplied is not found, no model will be associated with the object.
* This function works on simple objects which have only one model associated with them, e.g. activators, statics, inventory objects, etc. It does not affect wearable items, and calling it on an actor may lead to later crashes.
* This function works on simple objects which have only one model associated with them, e.g. activators, statics, most inventory objects, etc. It does not affect clothing and armor (use [[SetMaleBipedPath]] and the like instead), and calling it on an actor may lead to later crashes when the actor is reloaded.
* This function alters the model for the base object, which means that objects of the same type which are subsequently loaded will share the new model.
* This function alters the model for the base object, which means that objects of the same type which are subsequently loaded will share the new model.
* Changes are not saved in the savegame (with the possible exception of cloned forms), so reloading after changing the model will cause the model to be reset.
* Changes are not saved in the savegame (with the possible exception of cloned forms), so reloading after changing the model will cause the model to be reset.
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