Difference between revisions of "SetNthEffectItemDuration"
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A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]] | A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]] | ||
'''Syntax:''' | '''Syntax:''' | ||
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(nothing) SetNthEIDuration nuDuration:long magicItem:ref whichEffect:short | (nothing) SetNthEIDuration nuDuration:long magicItem:ref whichEffect:short | ||
Sets the duration of the specified effect item | |||
==Notes== | ==Notes== | ||
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* You can set the duration of any magic item, even if it normally doesn't have a duration and it's grayed out in the CS. This won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemDuration]], making it a good way to store integer data. | * You can set the duration of any magic item, even if it normally doesn't have a duration and it's grayed out in the CS. This won't do anything or even appear in-game, but you can retrieve it with [[GetNthEffectItemDuration]], making it a good way to store integer data. | ||
* (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the duration of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself. | * (Unconfirmed, but likely) Using this function on a non-cloned spell (any spells from Oblivion.esm or mods) will change the duration of the spell, but only until the player re-loads their game. The most likely explanation is that Oblivion retrieves the spell's data from the mod/Oblivion.esm when loading, while cloned spells' data come from the save file itself. | ||
==See Also== | ==See Also== |