Difference between revisions of "BuildRef"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>Odessa
(New page, correct capitalization)
 
imported>Odessa
(more concise)
Line 3: Line 3:
  |summary = Takes a mod index as an integer set by [[GetModIndex]] and the decimal converted formID of an object, which may be either a reference or base form, and returns a reference to it.  
  |summary = Takes a mod index as an integer set by [[GetModIndex]] and the decimal converted formID of an object, which may be either a reference or base form, and returns a reference to it.  


This can be used to reference forms contained in non-dependent external modules, and unnamed persistent references, but great care must be taken as invalid usage may crash the game.  
This can be used to reference forms contained in non-dependent external modules, but great care must be taken as invalid usage may crash the game.  


Added by NVSE V2b1.
  |name = BuildRef
  |name = BuildRef
  |returnType = form
  |returnType = form
Line 14: Line 13:
   |Name = DecimalFormID
   |Name = DecimalFormID
   |Type = int
   |Type = int
   }}
   }}}}
|example = int iModIndex
==Example==
ref rRainySmiles
<pre>
int iModIndex
ref rRainySmiles


if IsModLoaded "SomePopularCompanionMod.esp"
if IsModLoaded "SomePopularCompanionMod.esp"
    set iModIndex to GetModIndex "SomePopularCompanionMod.esp"
    set iModIndex to GetModIndex "SomePopularCompanionMod.esp"
    set rRainySmiles to BuildRef iModIndex 1068677
    set rRainySmiles to BuildRef iModIndex 1068677
endif
endif
}}
</pre>


==Notes==
==Notes==
* Remember that if one uses an invalid decimal form ID then it will likely crash the game. This may be an issue if the form is non existent or different in past or future versions of the referenced module, or if two distinct modules are given the same file name.
* Remember that if one uses an invalid decimal form ID then it will likely crash the game. This may be an issue if the form is non existent or different in past or future versions of the referenced module, or if two distinct modules are given the same file name.
* If referencing 'FalloutNV.esm', some discrepancies exists in the form ID numbering of different localizations (generally any English version vs any non English one).


==See Also==
==See Also==

Revision as of 19:29, 28 June 2014

< [[::Category:Functions|Category:Functions]]

A function added by the New Vegas Script Extender.

Description

Takes a mod index as an integer set by GetModIndex and the decimal converted formID of an object, which may be either a reference or base form, and returns a reference to it.

This can be used to reference forms contained in non-dependent external modules, but great care must be taken as invalid usage may crash the game.

Syntax

[help]
(form) BuildRef ModIndex:int DecimalFormID:int

Example

int iModIndex
ref rRainySmiles

if IsModLoaded "SomePopularCompanionMod.esp"
    set iModIndex to GetModIndex "SomePopularCompanionMod.esp"
    set rRainySmiles to BuildRef iModIndex 1068677
endif

Notes

  • Remember that if one uses an invalid decimal form ID then it will likely crash the game. This may be an issue if the form is non existent or different in past or future versions of the referenced module, or if two distinct modules are given the same file name.

See Also