SetNifBlockFlag
From GECK
A function added by the JIP NVSE Plugin.
Description
Sets/Un-sets the specified flag on the specified NIF block in the calling reference's loaded 3D model.
- The 4th argument, pcModel, is optional, and may be used when calling the function on the player. The player character has two, completely separate 3D models for 1st and 3rd person. This argument enables to explicitly target one of the models.
1 3rd Person Model 2 1st Person Model
Nif Block Flag IDs
0 Hidden 1 Selective Update 2 Selective Update: Transforms 3 Selective Update: Controller 4 Selective Update: Rigid 5 Display (UI?) Object 6 Disable Sorting 7 Selective Update: Transforms Override 8 ??? 9 Save External Geometry Data 10 No Decals 11 Always Draw 12 Mesh LOD 13 Fixed Bound 14 Top FadeNode 15 Ignore Fade 16 No Anim Sync (X) 17 No Anim Sync (Y) 18 No Anim Sync (Z) 19 No Anim Sync (S) 20 No Dismember 21 No Dismember Validity 22 Render Use 23 Materials Applied 24 High Detail 25 Force Update 26 Pre-Processed Node 27 ??? 28 (Reserved) 29 (Reserved) 30 (Reserved) 31 (Reserved)
Syntax
reference.SetNifBlockFlag blockName:string flagID:int{0-31} doSet:0/1 pcModel:1/2
Or:
reference.SetNifFlag blockName:string flagID:int{0-31} doSet:0/1 pcModel:1/2
Example
objectRef.SetNifBlockFlag "Bucket01:0" 0 1
Notes
- The changes are reset once the calling reference's parent cell is reloaded, or Update3D is called on it.