Jump to content

Attaching light to mesh?


Bobio567

Recommended Posts

This might be a complicated question but I'll start off by saying that the mesh I am talking about is on the left. When I was in the Geck, I placed a light source, "LightFungusStalkOrange," near the sign mesh in order to illuminate some of the top panels and thought that it looked good. I'd like to know if there is any way I could attach some sort of light source to my mesh through nifskope so that I can get it looking like the picture on the right without needing to use the Geck.

 

http://oi64.tinypic.com/2yzmskz.jpg

Link to comment
Share on other sites

  • 1 year later...

Maybe it's too late, but i'll try to help anyway.

 

I think you can do it by attaching a bsvaluenode to the mesh.

Open your mash in nifskope, and attach new node > bsvaluenode.

Now you'll have to open the GECK, and find addonNodes.

Addonnodes are particles meshes that can use light source, you can even create one in the geck and make it use a source light.

Addonnodes have an Index number, you 'll need this index number in nifskope.

Now go to nifskope, and in the "bsvaluenode" you created, go to the "value" line and write the related index number of the addonnode you want the mesh to spell.

I' think it's how you do it.

Link to comment
Share on other sites

  • 1 year later...

 

 

Addonnodes are particles meshes that can use light source, you can even create one in the geck and make it use a source light.

I'm pretty sure you're talking about FO4 CK.

I've made a ton of AddonNodes for NV and I've never seen light source option there.

Link to comment
Share on other sites

  • 1 month later...

since this is still alive-ish and its on topic... is it possible to use an addonnode to attach a nif to an npc for the duration of the animation after the npc is hit with an explosion?

Edited by tanoan
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...