Difference between revisions of "Category:NifSE"

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952 bytes removed ,  16:35, 25 April 2010
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imported>DragoonWraith
imported>DragoonWraith
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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).
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:
{{NifSE Example}}
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]]

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