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- Scriptname NiOverride Hidden
- int Function GetScriptVersion() global
- return 7
- EndFunction
- ; Valid keys
- ; ID - TYPE - Name
- ; 0 - int - ShaderEmissiveColor
- ; 1 - float - ShaderEmissiveMultiple
- ; 2 - float - ShaderGlossiness
- ; 3 - float - ShaderSpecularStrength
- ; 4 - float - ShaderLightingEffect1
- ; 5 - float - ShaderLightingEffect2
- ; 6 - TextureSet - ShaderTextureSet
- ; 7 - int - ShaderTintColor
- ; 8 - float - ShaderAlpha
- ; 9 - string - ShaderTexture (index 0-8)
- ; 20 - float - ControllerStartStop (-1.0 for stop, anything else indicates start time)
- ; 21 - float - ControllerStartTime
- ; 22 - float - ControllerStopTime
- ; 23 - float - ControllerFrequency
- ; 24 - float - ControllerPhase
- ; Indexes are for controller index (0-255)
- ; -1 indicates not relevant, use it when not using controller based properties
- ; Persist True will save the change to the co-save and will automatically re-apply when equipping
- ; Persist False will apply the change visually until the armor is re-equipped or the game is reloaded (Equivalent to SetPropertyX)
- ; ObjectReference must be an Actor
- ; Overrides will clean themselves if the Armor or ArmorAddon no longer exists (i.e. you uninstalled the mod they were associated with)
- bool Function HasOverride(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- Function AddOverrideFloat(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, float value, bool persist) native global
- Function AddOverrideInt(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, int value, bool persist) native global
- Function AddOverrideBool(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, bool value, bool persist) native global
- Function AddOverrideString(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, string value, bool persist) native global
- Function AddOverrideTextureSet(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, TextureSet value, bool persist) native global
- ; Gets the saved override value
- float Function GetOverrideFloat(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- int Function GetOverrideInt(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- bool Function GetOverrideBool(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- string Function GetOverrideString(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- TextureSet Function GetOverrideTextureSet(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- ; Gets the property straight from the node (Handy if you need the current value if an override D.N.E yet)
- float Function GetPropertyFloat(ObjectReference ref, bool firstPerson, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- int Function GetPropertyInt(ObjectReference ref, bool firstPerson, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- bool Function GetPropertyBool(ObjectReference ref, bool firstPerson, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- string Function GetPropertyString(ObjectReference ref, bool firstPerson, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- ;TextureSet is not stored on the node, individual textures are, however.
- ; Returns whether the specified node could be found for the given parameters
- ; Debug will report errors to NiOverrides log file
- bool Function HasArmorAddonNode(ObjectReference ref, bool firstPerson, Armor arm, ArmorAddon addon, string node, bool debug = false) native global
- ; Applies all armor properties visually to the actor, this shouldn't be necessary under normal circumstances
- Function ApplyOverrides(ObjectReference ref) native global
- ; ObjectReference must be an Actor (These could work for non-actor objects, untested)
- ; ADVANCED USE ONLY, THESE DO NOT SELF CLEANUP IF THE NODE IS NOT FOUND
- ; Returns whether there is an override for this particular node
- bool Function HasNodeOverride(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- Function AddNodeOverrideFloat(ObjectReference ref, bool isFemale, string node, int key, int index, float value, bool persist) native global
- Function AddNodeOverrideInt(ObjectReference ref, bool isFemale, string node, int key, int index, int value, bool persist) native global
- Function AddNodeOverrideBool(ObjectReference ref, bool isFemale, string node, int key, int index, bool value, bool persist) native global
- Function AddNodeOverrideString(ObjectReference ref, bool isFemale, string node, int key, int index, string value, bool persist) native global
- Function AddNodeOverrideTextureSet(ObjectReference ref, bool isFemale, string node, int key, int index, TextureSet value, bool persist) native global
- ; Return the stored override, returns default (nil) values if the override D.N.E
- float Function GetNodeOverrideFloat(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- int Function GetNodeOverrideInt(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- bool Function GetNodeOverrideBool(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- string Function GetNodeOverrideString(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- TextureSet Function GetNodeOverrideTextureSet(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- ; Gets the property straight from the node (Handy if you need the current value if an override D.N.E yet)
- float Function GetNodePropertyFloat(ObjectReference ref, bool firstPerson, string node, int key, int index) native global
- int Function GetNodePropertyInt(ObjectReference ref, bool firstPerson, string node, int key, int index) native global
- bool Function GetNodePropertyBool(ObjectReference ref, bool firstPerson, string node, int key, int index) native global
- string Function GetNodePropertyString(ObjectReference ref, bool firstPerson, string node, int key, int index) native global
- ;TextureSet is not stored on the node, individual textures are, however.
- ; Applies all node properties visually to the actor, this shouldn't be necessary under normal circumstances
- Function ApplyNodeOverrides(ObjectReference ref) native global
- ; Version 3 (Weapon Overrides)
- ;-------------------------------------------------------
- ; ObjectReference must be an Actor
- ; If a weapon is templated it will inherit the properties of its parent first
- ; Note that the player seems to be a special-case where they use the first person model for both first and third person
- ;
- ; Overrides will clean themselves if the Weapon no longer exists (i.e. you uninstalled the mod they were associated with)
- bool Function HasWeaponOverride(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- Function AddWeaponOverrideFloat(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index, float value, bool persist) native global
- Function AddWeaponOverrideInt(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index, int value, bool persist) native global
- Function AddWeaponOverrideBool(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index, bool value, bool persist) native global
- Function AddWeaponOverrideString(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index, string value, bool persist) native global
- Function AddWeaponOverrideTextureSet(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index, TextureSet value, bool persist) native global
- ; Gets the saved override value
- float Function GetWeaponOverrideFloat(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- int Function GetWeaponOverrideInt(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- bool Function GetWeaponOverrideBool(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- string Function GetWeaponOverrideString(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- TextureSet Function GetWeaponOverrideTextureSet(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- ; Gets the property straight from the node (Handy if you need the current value if an override D.N.E yet)
- float Function GetWeaponPropertyFloat(ObjectReference ref, bool firstPerson, Weapon weap, string node, int key, int index) native global
- int Function GetWeaponPropertyInt(ObjectReference ref, bool firstPerson, Weapon weap, string node, int key, int index) native global
- bool Function GetWeaponPropertyBool(ObjectReference ref, bool firstPerson, Weapon weap, string node, int key, int index) native global
- string Function GetWeaponPropertyString(ObjectReference ref, bool firstPerson, Weapon weap, string node, int key, int index) native global
- ;TextureSet is not stored on the node, individual textures are, however.
- ; Returns whether the specified node could be found for the given parameters
- ; Debug will report errors to NiOverrides log file
- bool Function HasWeaponNode(ObjectReference ref, bool firstPerson, Weapon weap, string node, bool debug = false) native global
- ; Applies all armor properties visually to the actor, this shouldn't be necessary under normal circumstances
- Function ApplyWeaponOverrides(ObjectReference ref) native global
- ; ----------------------------------------------------
- ; Version 6 (Skin Overrides)
- ;-------------------------------------------------------
- ; ObjectReference must be an Actor
- ;
- bool Function HasSkinOverride(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- Function AddSkinOverrideFloat(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index, float value, bool persist) native global
- Function AddSkinOverrideInt(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index, int value, bool persist) native global
- Function AddSkinOverrideBool(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index, bool value, bool persist) native global
- Function AddSkinOverrideString(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index, string value, bool persist) native global
- Function AddSkinOverrideTextureSet(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index, TextureSet value, bool persist) native global
- ; Gets the saved override value
- float Function GetSkinOverrideFloat(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- int Function GetSkinOverrideInt(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- bool Function GetSkinOverrideBool(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- string Function GetSkinOverrideString(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- TextureSet Function GetSkinOverrideTextureSet(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- ; Gets the property straight from the node (Handy if you need the current value if an override D.N.E yet)
- float Function GetSkinPropertyFloat(ObjectReference ref, bool firstPerson, int slotMask, int key, int index) native global
- int Function GetSkinPropertyInt(ObjectReference ref, bool firstPerson, int slotMask, int key, int index) native global
- bool Function GetSkinPropertyBool(ObjectReference ref, bool firstPerson, int slotMask, int key, int index) native global
- string Function GetSkinPropertyString(ObjectReference ref, bool firstPerson, int slotMask, int key, int index) native global
- ;TextureSet is not stored on the node, individual textures are, however.
- ; Applies all skin properties visually to the actor, this shouldn't be necessary under normal circumstances
- Function ApplySkinOverrides(ObjectReference ref) native global
- ; ----------------------------------------------------
- ; Remove functions do not revert the modified state, only remove it from the save
- ; Removes ALL Armor based overrides from ALL actors (Global purge)
- Function RemoveAllOverrides() native global
- ; Removes all Armor based overrides for a particular actor
- Function RemoveAllReferenceOverrides(ObjectReference ref) native global
- ; Removes all ArmorAddon overrides for a particular actor and armor
- Function RemoveAllArmorOverrides(ObjectReference ref, bool isFemale, Armor arm) native global
- ; Removes all overrides for a particular actor, armor, and addon
- Function RemoveAllArmorAddonOverrides(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon) native global
- ; Removes all overrides for a particukar actor, armor, addon, and nodeName
- Function RemoveAllArmorAddonNodeOverrides(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node) native global
- ; Removes one particular override from an actor, armor, addon, node name, key, index
- Function RemoveOverride(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index) native global
- ; Removes ALL Node based overrides for ALL actors (Global purge)
- Function RemoveAllNodeOverrides() native global
- ; Removes all Node based overrides for a particular actor
- Function RemoveAllReferenceNodeOverrides(ObjectReference ref) native global
- ; Removes all Node based overrides for a particular actor, gender, and nodeName
- Function RemoveAllNodeNameOverrides(ObjectReference ref, bool isFemale, string node) native global
- ; Removes one particular override from an actor, of a particular gender, nodeName, key, and index
- Function RemoveNodeOverride(ObjectReference ref, bool isFemale, string node, int key, int index) native global
- ; Removes ALL weapon based overrides from ALL actors (Global purge)
- Function RemoveAllWeaponBasedOverrides() native global
- ; Removes all weapon based overrides for a particular actor
- Function RemoveAllReferenceWeaponOverrides(ObjectReference ref) native global
- ; Removes all weapon overrides for a particular actor, gender, view, and weapon
- Function RemoveAllWeaponOverrides(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap) native global
- ; Removes all overrides for a particukar actor, gender, view, weapon, and nodeName
- Function RemoveAllWeaponNodeOverrides(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node) native global
- ; Removes a particular weapon override
- Function RemoveWeaponOverride(ObjectReference ref, bool isFemale, bool firstPerson, Weapon weap, string node, int key, int index) native global
- ; Removes ALL skin based overrides from ALL actors (Global purge)
- Function RemoveAllSkinBasedOverrides() native global
- ; Removes all skin based overrides for a particular actor
- Function RemoveAllReferenceSkinOverrides(ObjectReference ref) native global
- ; Removes all skin overrides for a particular actor, gender, view, and weapon
- Function RemoveAllSkinOverrides(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask) native global
- ; Removes a particular skin override
- Function RemoveSkinOverride(ObjectReference ref, bool isFemale, bool firstPerson, int slotMask, int key, int index) native global
- ; Overlay Data
- int Function GetNumBodyOverlays() native global
- int Function GetNumHandOverlays() native global
- int Function GetNumFeetOverlays() native global
- int Function GetNumFaceOverlays() native global
- int Function GetNumSpellBodyOverlays() native global
- int Function GetNumSpellHandOverlays() native global
- int Function GetNumSpellFeetOverlays() native global
- int Function GetNumSpellFaceOverlays() native global
- ; Adds all enabled overlays to an Actor (Cannot add to player, always exists for player)
- Function AddOverlays(ObjectReference ref) native global
- ; Returns whether this actor has overlays enabled (Always true for player)
- bool Function HasOverlays(ObjectReference ref) native global
- ; Removes overlays from an actor (Cannot remove from player)
- Function RemoveOverlays(ObjectReference ref) native global
- ; Restores the original non-diffuse skin textures to skin overlays
- Function RevertOverlays(ObjectReference ref) native global
- ; Restores the original non-diffuse skin textures to particular overlay
- ; Valid masks: Combining masks not recommended
- ; 4 - Body
- ; 8 - Hands
- ; 128 - Feet
- Function RevertOverlay(ObjectReference ref, string nodeName, int armorMask, int addonMask) native global
- ; Restores the original non-diffuse skin textures to all head overlays
- Function RevertHeadOverlays(ObjectReference ref) native global
- ; Restores the original non-diffuse skin textures to particular overlay
- ; Valid partTypes
- ; 1 - Face
- ; Valid shaderTypes
- ; 4 - FaceTint
- Function RevertHeadOverlay(ObjectReference ref, string nodeName, int partType, int shaderType) native global
- ; Sets a body morph value on an actor
- Function SetMorphValue(ObjectReference ref, string morphName, float value) global
- SetBodyMorph(ref, morphName, "RSMLegacy", value)
- EndFunction
- ; Gets a body morph value on an actor
- float Function GetMorphValue(ObjectReference ref, string morphName) global
- return GetBodyMorph(ref, morphName, "RSMLegacy")
- EndFunction
- ; Clears a body morph value on an actor
- Function ClearMorphValue(ObjectReference ref, string morphName) global
- return ClearBodyMorph(ref, morphName, "RSMLegacy")
- EndFunction
- ; Returns true if there are any body morphs with this key and name
- bool Function HasBodyMorph(ObjectReference ref, string morphName, string keyName) native global
- ; Sets a body morph value on an actor
- Function SetBodyMorph(ObjectReference ref, string morphName, string keyName, float value) native global
- ; Gets a body morph value on an actor
- float Function GetBodyMorph(ObjectReference ref, string morphName, string keyName) native global
- ; Clears a body morph value on an actor
- Function ClearBodyMorph(ObjectReference ref, string morphName, string keyName) native global
- ; Returns true if there are any body morphs with this key
- bool Function HasBodyMorphKey(ObjectReference ref, string keyName) native global
- ; Clears all body morphs with this key
- Function ClearBodyMorphKeys(ObjectReference ref, string keyName) native global
- ; Returns true if there are any body morphs with this name
- bool Function HasBodyMorphName(ObjectReference ref, string keyName) native global
- ; Clears all body morphs with this name
- Function ClearBodyMorphNames(ObjectReference ref, string morphName) native global
- ; Clears all body morphs for an actor
- Function ClearMorphs(ObjectReference ref) native global
- ; Updates the weight data post morph value
- ; only to be used on actors who have morph values set
- Function UpdateModelWeight(ObjectReference ref) native global
- ; Returns all Body Morph names applied to the reference
- string[] Function GetMorphNames(ObjectReference ref) native global
- ; Returns all Body Morph keys applied for the morph name
- string[] Function GetMorphKeys(ObjectReference ref, string morphName) native global
- ; Returns all References currently being morphed
- ObjectReference[] Function GetMorphedReferences() native global
- ; Calls the function by name on target for each morphed reference
- Function ForEachMorphedReference(string callback, Form target) native global
- ; Call this function prior to frequent changes in dyes to prevent massive lag
- Function EnableTintTextureCache() native global
- ; Call this when finished frequent dye edits
- Function ReleaseTintTextureCache() native global
- ; -------------- Unique Item functions -----------------
- ; When a UID is added to an item, that particular item will keep that UID
- ; until that item is deleted, you can use this UID to map additional
- ; data if you choose, you can tell when a UID has been deleted via the
- ; NiOverride_Internal_EraseUID Mod Event
- ; e.g.
- ; RegisterForModEvent("NiOverride_Internal_EraseUID", "OnEraseUID")
- ; Event OnEraseUID(string eventName, string strArg, float UID, Form formId)
- ; The UID functions are no longer valid when the UID event is received
- ; Returns a number for a unique item, if the item is not unique it will be made unique, returns 0 when invalid
- int Function GetItemUniqueID(ObjectReference akActor, int weaponSlot, int slotMask, bool makeUnique = true) native global
- ; Returns a number for a unique item in the world, when it's placed in inventory it will maintain this ID
- int Function GetObjectUniqueID(ObjectReference akObject, bool makeUnique = true) native global
- ; Returns the base form associated with this uniqueId
- Form Function GetFormFromUniqueID(int uniqueId) native global
- ; Returns the reference that is holding the item described by this uniqueId
- ; If the item is in the world, it will return the world reference of itself
- ; If the item is inside of an inventory, it will return the reference of the inventory
- Form Function GetOwnerOfUniqueID(int uniqueId) native global
- ; Dye Functions
- ; Uses the uniqueId acquired from GetItemUniqueID
- Function SetItemDyeColor(int uniqueId, int maskIndex, int color) native global
- int Function GetItemDyeColor(int uniqueId, int maskIndex) native global
- Function ClearItemDyeColor(int uniqudId, int maskIndex) native global
- ; Regenerates the tintmask of the dyed object, use after assigning/clearing dye colors
- Function UpdateItemDyeColor(ObjectReference akActor, int uniqueId) native global
- ; v2 Dye Functions
- ; Uses the uniqueId acquired from GetItemUniqueID
- Function SetItemTextureLayerColor(int uniqueId, int textureIndex, int layer, int color) native global
- int Function GetItemTextureLayerColor(int uniqueId, int textureIndex, int layer) native global
- Function ClearItemTextureLayerColor(int uniqudId, int textureIndex, int layer) native global
- Function SetItemTextureLayerType(int uniqueId, int textureIndex, int layer, int type) native global
- int Function GetItemTextureLayerType(int uniqueId, int textureIndex, int layer) native global
- Function ClearItemTextureLayerType(int uniqudId, int textureIndex, int layer) native global
- Function SetItemTextureLayerTexture(int uniqueId, int textureIndex, int layer, string texture) native global
- string Function GetItemTextureLayerTexture(int uniqueId, int textureIndex, int layer) native global
- Function ClearItemTextureLayerTexture(int uniqudId, int textureIndex, int layer) native global
- Function SetItemTextureLayerBlendMode(int uniqueId, int textureIndex, int layer, string texture) native global
- string Function GetItemTextureLayerBlendMode(int uniqueId, int textureIndex, int layer) native global
- Function ClearItemTextureLayerBlendMode(int uniqudId, int textureIndex, int layer) native global
- Function UpdateItemTextureLayers(ObjectReference akActor, int uniqueId) native global
- ; ------ NON PERSISTENT FUNCTIONS --------------
- ; These functions do not persist in game sessions but are instead
- ; very fast and are suitable to be used on a game load event
- ; Returns true if the Form has been registered as a Dye
- bool Function IsFormDye(Form akForm) native global
- ; Returns the dye color bound to this form
- int Function GetFormDyeColor(Form akForm) native global
- ; Registers the Form as a Dye with a color, 0x00FFFFFF is the universal dye
- Function RegisterFormDyeColor(Form akForm, int color) native global
- ; Removes this form as a
- Function UnregisterFormDyeColor(Form akForm) native global
- ; -------------------------------------------------
- ; ----------------- Node manipulation functions --------------
- ; These functions should only be used on nodes that either exist
- ; directly on the skeleton, or are injected via armor templates
- ; Armor Template injections are as follows:
- ; NiStringsExtraData - Name: EXTN (Count divisible by 3)
- ; [0] - TargetNode Name
- ; [1] - SourceNode Name
- ; [2] - Absolute nif path, relative to skyrim directory
- ; Notes: Template will take only the first root node and all
- ; its children, the Source Node should be the name of this
- ; root node. The TargetNode will be the parent to Source
- ; ------------------------------------------------------------
- ; As of script version 6 all keys ending with .esp or .esm will check if the mod is active
- ; and erase the key at load time if the mod is not active
- ; Checks whether there is a positon override for the particular parameters
- bool Function HasNodeTransformPosition(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Adds a position override for the particular key, pos[0-2] correspond to x,y,z
- Function AddNodeTransformPosition(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float[] pos) native global
- ; Returns a position override for the particular key an array of size 3 corresponding to x,y,z
- float[] Function GetNodeTransformPosition(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Removes a particular position override, returns true if it removed, false if did not exist
- bool Function RemoveNodeTransformPosition(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Checks whether there is a scale override for the particular parameters
- bool Function HasNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Adds a scale override for the particular key, pos[0-2] correspond to x,y,z
- Function AddNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float scale) native global
- ; Returns a scale value override for the particular key, 0.0 if did not exist or failed
- float Function GetNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Removes a particular scale override, returns true if it removed, false if did not exist
- bool Function RemoveNodeTransformScale(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Checks whether there is a rotation override for the particular parameters
- bool Function HasNodeTransformRotation(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Adds a rotation override for the particular key given either a size 3 or 9 array
- ; rotation[0-8] corresponding to the linear indices of a 3x3 matrix in radians
- ; rotation[0-2] corresponding to heading, attitude, and bank in degrees
- Function AddNodeTransformRotation(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, float[] rotation) native global
- ; Returns a rotation override for the particular key
- ; type 0 - size 3 euler angles in degrees
- ; type 1 - size 9 matrix
- float[] Function GetNodeTransformRotation(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, int type = 0) native global
- ; Checks whether there is a scale override for the particular parameters
- bool Function HasNodeTransformScaleMode(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Adds a scale mode override for a node, Modes=[0,1,2,3] [Multiplicative,Averaged,Additive,Maximum]
- Function AddNodeTransformScaleMode(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key, int scaleMode) native global
- ; Returns a scale mode override for the particular key, -1 if non-existent
- float Function GetNodeTransformScaleMode(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Removes a particular scale mode override, returns true if it removed, false if did not exist
- bool Function RemoveNodeTransformScaleMode(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Returns the inverse scale, alters the in pos to the inverse out pos and the in rotation to the out inverse rotation
- ; Accepts either a size 3 rotation of euler degrees, or a 9 radian matrix
- float Function GetInverseTransform(float[] in_out_pos, float[] in_out_rotation, float in_scale = 1.0) native global
- ; Removes a particular scale override, returns true if it removed, false if did not exist
- bool Function RemoveNodeTransformRotation(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string key) native global
- ; Updates and computes ALL resulting transformation overrides for the particular reference
- ; This should not need to be called under normal circumstances
- Function UpdateAllReferenceTransforms(ObjectReference akRef) native global
- ; Removes all transforms for a particular reference
- Function RemoveAllReferenceTransforms(ObjectReference akRef) native global
- ; Removes all transforms from all references
- Function RemoveAllTransforms() native global
- ; Updates and computes a particular node's transformation override
- ; Use this after changing a particular override
- Function UpdateNodeTransform(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName) native global
- ; These function parts move a node to be a child of the destination node
- ; Moves a node from one the current parent to another, there can only be ONE of these overrides, call UpdateNodeTransform
- Function SetNodeDestination(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName, string destination) native global
- ; Returns the node destination of the particular parameters
- string Function GetNodeDestination(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName) native global
- ; Removes a node destination for a particular node, does not revert the physical mesh, only removes the key
- bool Function RemoveNodeDestination(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName) native global
- ; These functions can be used to walk all of the current nodes if necessary
- ; Returns an array of all the altered nodes for the particular reference, skeleton, and gender
- string[] Function GetNodeTransformNames(ObjectReference akRef, bool firstPerson, bool isFemale) native global
- ; Returns an array of all the existing key'd transforms to the particular node
- ; NodeDestination is a special key
- string[] Function GetNodeTransformKeys(ObjectReference akRef, bool firstPerson, bool isFemale, string nodeName) native global
- ; --------------------------------------------------------------------
- ; NiExtraData Acquisition
- bool Function GetBooleanExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
- float Function GetFloatExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
- float[] Function GetFloatsExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
- int Function GetIntegerExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
- int[] Function GetIntegersExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
- string Function GetStringExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
- string[] Function GetStringsExtraData(ObjectReference akRef, bool firstPerson, string nodeName, string dataName) native global
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