Difference between revisions of "Talk:SetEnchantment"

486 bytes added ,  08:24, 3 October 2011
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imported>DragoonWraith
imported>Lanceor
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:::Also, if you wanted to mix'n'match shaders and enchantments, it'd be a bit more work — but more... not relying on undefined behavior? — to use JRoush's OBME.
:::Also, if you wanted to mix'n'match shaders and enchantments, it'd be a bit more work — but more... not relying on undefined behavior? — to use JRoush's OBME.
:::[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 10:04, 30 September 2011 (EDT)
:::[[User:DragoonWraith|<span style="font-family: Oblivion; size=2;">D</span>ragoon <span style="font-family: Oblivion; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion; size=2;">TALK</span>]] 10:04, 30 September 2011 (EDT)
::::I tried update3D... no luck unfortunately. Even with:
::::set Weapon to player.GetEquippedObject 16
::::Weapon.Update3D
::::...the shader didn't update on the equipped item (I might add that it also doesn't work after SetModelPath either). It was kind of expected as I understand that an item that is in an inventory or container is no longer a reference and technically doesn't exist in the game world, isn't that right?
::::[[User:Lanceor|Lanceor]] 09:24, 3 October 2011 (EDT)
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