Pamatronic Posted August 8, 2022 Posted August 8, 2022 So, I´ve been trying to change an actors face color with nioverride. To do this, I´ve come up with this snippet NiOverride.AddNodeOverrideString(target, fem, partNameHEad, 9, 0, textureHeadCurrent, false) NiOverride.AddNodeOverrideint(target, fem, partNameHEad, 7, -1, 0x3c0b00, false) partNameHead is the headnode name aquired by using this function: string Function GetHeadNode(Actor aAct) ActorBase ab = aAct.GetActorBase() int i = ab.GetNumHeadParts() string headNode While i > 0 i -= 1 headNode = ab.GetNthHeadPart(i).GetName() If StringUtil.Find(headNode, "Head") >= 0 return headNode EndIf endWhile return "" EndFunction But now I have the following problem: While this piece of code works on the player and the majority of NPC´s, there are a few select npcs where it just wont work on. These for example Or this one I cant apply overrides, nor can I get their actual textures by using "NiOverride.GetNodePropertyString(act, false, partNameHead, 9, 0)" Any Idea on what I might be overlooking?
Pamatronic Posted August 8, 2022 Author Posted August 8, 2022 (edited) 33 minutes ago, Tlam99 said: getleveledactorbase() Nope, no difference. I should add that the function for getting the headpart is working fine and will get the correct node, even if the overlay isn't working. Edited August 8, 2022 by Pamatronic
Tlam99 Posted August 8, 2022 Posted August 8, 2022 Blush and aroused does the same thing, maybe check how it's done there.
Andy14 Posted August 8, 2022 Posted August 8, 2022 For overlays it should generally not matter, but I want to point out that these two follower mods were created with ECE.
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