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Has anyone used F4SE MatSwap script?


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I've made an animated sign that will display scrolling text. Currently, the nif is configured to display 8 individual lines of text, each in 5 second intervals. It's simple enough to edit each line in the CK with a material swap, but I'd like to have players be able to do the material swap in game. I've been working on this for a few days, but my scripting skills are limited. Any help would be appreciated.

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In my experience, the F4SE function works good, but I guess your sign is a workshop object but, like in my project which was meant to paint concrete walls, the material will reset (travel to another location and go back, or load a saved game).

So I would recommend you to "Add Destruction Data" to the base object that let you set a different model and material depending on the damage percentage, then you can use an script to set the needed damage to display a given material.

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In my experience, the F4SE function works good, but I guess your sign is a workshop object but, like in my project which was meant to paint concrete walls, the material will reset (travel to another location and go back, or load a saved game).

So I would recommend you to "Add Destruction Data" to the base object that let you set a different model and material depending on the damage percentage, then you can use an script to set the needed damage to display a given material.

So you would use the "destruction percentage" value to keep track of the current "stage" of the "improvised texture animation"?

Very intersting....

Does the "destruction value" get saved even if the player leaves the area / the cell resets / whatever .... ?

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It's unfortunate that the MatSwap function doesn't allow for persistent material changes. What's the purpose then? If OMODs allow for persistent changes to armor and weapons, why then can we not do the same for workshop objects?

 

Anyway, thanks for your input. I'm glad I found out about the persistence problem before I wasted any more time with this.

 

The destruction stages would probably work, but I'd have to make dozens of additional nif files to accomplish my goal and I don't want to bloat the mod with so much extra data.

 

I think I have a new solution that would allow me to keep the mod size where it's at.

 

Thanks again.

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The destruction stages would probably work, but I'd have to make dozens of additional nif files to accomplish my goal and I don't want to bloat the mod with so much extra data.

 

I don't see why you would need additional nif files, you can set a material swap when you select the model for the destruction stage. Maybe I'm missing something...

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