Difference between revisions of "SetNthEffectItemDuration"

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imported>WereWolf
(Added obse link)
imported>WereWolf
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A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]]
A command for [[:Category:Oblivion Script Extender|Oblivion Script Extender]]
SetNthEffectItemDuration - sets the duration of the specified effect item


'''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==
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