Difference between revisions of "SetModelPath"
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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 | * 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. |