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SetIconModelPathEx - Where to find a working example of its usage?


Asterra

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The Wikis for this function are wrong, for one thing. They say:

 

Example: SetBipedIconPathEX "MyNewIcons\PipboyImages\Apparel\new_leather.dds" 0, ArmorLeather

 

Unfortunately, the above example does not compile. Still, referencing the similar function, SetBipedModelPathEX, we have this example:

 

Example: SetBipedModelPathEx "MyMod\Armor\M\NewLeather.NIF" %e 0 ArmorLeather

 

Note the differences. If you plug this syntax into the SetBipedIconPathEX example, it will compile. However, unfortunately it does not work. No change is made.

 

Does this function have a working syntax, or is it currently broken?

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Well I don't know if " %e " is causing it to not execute the path , or possibly if you put it in a different location of the line ??? since it is a compile work around .

 

But I do know making changes in the pipboy display names ,seems to not update without closing and reopening.

Although I was able to get an update of the display name with this in a script on the item ...

 

Begin MenuMode 1002

 

If ButtonVar == 0

SetNameEX MyNewName

TapKey 205 ; right arrow

TapKey 203 ; left arrow

~~~~~~~~~~~~~~

Hope that might help figure it out ... but maybe it doesn't apply to your scenario ?

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Well I don't know if " %e " is causing it to not execute the path , or possibly if you put it in a different location of the line ??? since it is a compile work around .

 

Nah, I fiddled with it enough to recognize that it is specifically wanting something there which it understands as "formatting", which is to say "string formatting". If you take a look at some info on said formatting, there are many options... %-this, %-that. %e seems designated as "what to use when a function won't compile with an empty string". We're expected to put two and two together here, and also to somehow know that it doesn't mean to use "%e" with quotes, because that doesn't work either. What exact use this "formatting" option is meant to be with this function here, I have zero clue, because after all you're providing it with a path to a .dds file—what extra is actually needed here?

 

I will say this much. That SetBipedModelPathEx function has an earlier counterpart, SetBipedModelPathAlt, and... it works as intended. It also lacks this extraneous-yet-non-optional "formatting" option. I really, really wish SetBipedIconPathEx had an earlier "Alt" iteration too, because chances are good it would just work and I wouldn't be here wondering how I'm supposed to get this done.

 

But I do know making changes in the pipboy display names ,seems to not update without closing and reopening.

 

Nice info, thanks. But nope, SetBipedIconPathEx flat out doesn't work at all. Doesn't matter if you close/open the PipBoy, or quit and reload the game.

Edited by Asterra
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