Difference between revisions of "Category:NifSE"
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== Using NifSE == | |||
With NifSE installed and operating, and the CS opened with OBSE, you may use any of the NifSE functions (below) in a script. | |||
The first step to using NifSE is [[NifOpen]]. NifOpen has NifSE load a .nif file into memory so that you can manipulate it. This process be set to read-only or writable using an optional boolean argument with NifOpen; this argument defaults to false (read-only). | |||
As an example of using NifSE, consider this code: | |||
ref playerWeapon | |||
string_var filepath | |||
short nifID | |||
Begin GameMode | |||
if ( playerWeapon != player.GetEquippedObject 16 ) | |||
if ( playerWeapon ) | |||
let filepath := NifGetOriginalPath nifID | |||
SetModelPath filepath playerWeapon | |||
NifClose nifID | |||
endif | |||
let playerWeapon := player.GetEquippedObject 16 | |||
let filepath := GetModelPath playerWeapon | |||
let nifID := NifOpen filepath 1 | |||
let filepath := NifGetPath nifID | |||
SetModelPath filepath playerWeapon | |||
endif | |||
End | |||
Every time the player equips a new weapon, creates a copy of the weapon's model that can be edited using NifSE, and sets the weapon's model to the copy. If a previous weapon had been affected, sets that weapon's model back to its original file, and closes that nif in NifSE. From here, one would presumably have further blocks dedicated to determining when to apply various changes using the other NifSE functions. | |||
[[Category:OBSE Plug-Ins|NifSE]] | [[Category:OBSE Plug-Ins|NifSE]] | ||
[[Category:Functions|NifSE]] | [[Category:Functions|NifSE]] | ||
[[Category:Functions (OBSE)|NifSE]] | [[Category:Functions (OBSE)|NifSE]] |