Difference between revisions of "SwapTextureOnRef"
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
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.