

The new system will inherit pose and motion data from the old system and the transition is thus smooth. If the object with this file is successfully found, its belonged physics system will be switched to the system defined in your input new physics file. This function will attempt to search for your input physics file on current actor. Bool Function SwapPhysicsFile( Actor on_actor, String old_physics_file_path, String new_physics_file_path, Bool persist, Bool verbose_log = false) native global verbose_log whether to print messages to console. on_ARMA_item should be refering to an ArmorAddon(ARMA) object. new_physics_file_path should be relative path which should look like the original xml path in. Override data will be saved in folder: "SKSE/Plugins/hdtSkinedMeshPhysics/hdtOverrideSaves". Object which has the recorded physics file and is to be equipped on the recorded actor will have its physics file swapped to the replacement in the record if there is one. For this function, only data on a found object will be recorded, meaning this function will record the Actor, Old physics file and Replacement physics file after successfully find the specified ARMA object. Persist parameter will decide if this change will be recorded.

The new system will inherit pose and motion data from the old system and the transition is thus smooth. If the object is successfully found, its belonged physics system will be switched to the system defined in your input new physics file. This function will attempt to search for your input ARMA object on current actor.
