Difference between revisions of "SwapTextureOnRef"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>ZuTheSkunk
imported>ZuTheSkunk
 
Line 12: Line 12:
* Do not include "Data\Textures" or "Textures\" at the start of the path to the new texture. Also be sure to '''not''' include the file extension at the end of the path. Using an invalid texture or an invalid path will result in either nothing happening, or that particular nif block turning pink.
* Do not include "Data\Textures" or "Textures\" at the start of the path to the new texture. Also be sure to '''not''' include the file extension at the end of the path. Using an invalid texture or an invalid path will result in either nothing happening, or that particular nif block turning pink.
* NifBlockName DOESN'T have to contain "##" at the start, unless the name of that particular block actually contains them within the model itself.
* NifBlockName DOESN'T have to contain "##" at the start, unless the name of that particular block actually contains them within the model itself.
* Loading a save reverts all altered textures back to their initial state. In order to prevent this from happening, you might need to use NVSE's GetGameLoaded.
* Loading a save reverts all altered textures back to their initial state. In order to prevent this from happening, you might need to use NVSE's [[GetGameLoaded]].


[[Category:New Vegas Content]]
[[Category:New Vegas Content]]
[[Category:Functions]]
[[Category:Functions]]
[[Category:Functions (GECK Vegas 1.1)]]
[[Category:Functions (GECK Vegas 1.1)]]

Latest revision as of 08:24, 16 April 2016

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

A function included in the GECK Version 1.1.0.262 for Fallout: New Vegas.

Description

Used to swap a texture for a particular nif block on a given reference.

Syntax

[help]
SwapTextureOnRef Ref NifBlockName PathToNewTexture 

Or:

SwapTexture Ref NifBlockName PathToNewTexture

Example

SwapTexture Player "##Screen:0" "weapons\1handpistol\EuclidScreenSuccess"

Swaps the texture for the nif block named ##Screen:0 on the player to EuclidScreenSuccess.

Notes

  • Do not include "Data\Textures" or "Textures\" at the start of the path to the new texture. Also be sure to not include the file extension at the end of the path. Using an invalid texture or an invalid path will result in either nothing happening, or that particular nif block turning pink.
  • NifBlockName DOESN'T have to contain "##" at the start, unless the name of that particular block actually contains them within the model itself.
  • Loading a save reverts all altered textures back to their initial state. In order to prevent this from happening, you might need to use NVSE's GetGameLoaded.