Difference between revisions of "BuildRef"
imported>Odessa (added info to avoid a CTD) |
imported>Odessa m (minor) |
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==Avoiding CTDs== | ==Avoiding CTDs== | ||
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 one uses an invalid decimal form ID then it will likely crash the game when you try to use your (mis)built reference. 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. | ||
You can avoid CTDs by ensuring the return is both a valid form, and of the type you expect it to be, using [[IsFormValid]], and functions like [[IsReference]], [[IsActor]] or [[GetType]]. For example, following on from the code above, where we want to get a companion added by an external mod: | You can avoid CTDs by ensuring the return is both a valid form, and of the type you expect it to be, using [[IsFormValid]], and functions like [[IsReference]], [[IsActor]] or [[GetType]]. For example, following on from the code above, where we want to get a companion added by an external mod: | ||
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*[[GetModIndex]] | *[[GetModIndex]] | ||
*[[GetLocalRefIndex]] | *[[GetLocalRefIndex]] | ||
*[[Causes of CTDs]] | |||
*[[IsFormValid]], [[IsReference]], [[IsActor]], [[GetType]] | *[[IsFormValid]], [[IsReference]], [[IsActor]], [[GetType]] | ||
*[[Eval]] | *[[Eval]] | ||
[[Category:Functions_(NVSE)]] | [[Category:Functions_(NVSE)]] |
Revision as of 05:50, 23 July 2014
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
(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
Avoiding CTDs
If one uses an invalid decimal form ID then it will likely crash the game when you try to use your (mis)built reference. 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.
You can avoid CTDs by ensuring the return is both a valid form, and of the type you expect it to be, using IsFormValid, and functions like IsReference, IsActor or GetType. For example, following on from the code above, where we want to get a companion added by an external mod:
if eval !(IsFormValid rRainySmiles) ; The Form is NOT valid, do not proceed! return elseif eval !(IsReference rRainySmiles) ; The form is NOT a reference, its something else, do not proceed! return elseif eval !(rRainySmiles.IsActor) ; The form is a reference, but NOT an actor (maybe its a door or something)! return else ; Its all good, we got an actor from the buildref so we can proceed endif ; "if eval !(condition)" just means "if conditon is false"
Or you can use GetType for any types:
if eval !(IsFormValid SomeBuildRefSpell) ; The Form is NOT valid, do not proceed! return elseif GetType SomeBuildRefSpell != 20 ; * 20 is the code for 'spell' ; I was expecting a spell but got something else, do not proceed! return else ; Its safe, I got a spell like I expected PlayerREF.CIOS SomeBuildRefSpell endif
Note: You must use multiple lines for the if statements, not &&, because the GECK always evaluates all conditons on a line.