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Posts posted by doctorhr2
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The doomstones use PlayAnimation. Not exactly sure how it works. But it is the only thing on the script that runs at the point where the star sign and other graphics appear.
That would explain it. So the script calls on the animation attached to the doomstone.nif and that does the work. I had maybe made a faulty assumption that the game does change textures when perhaps it doesn't. So if I wanted a player home or something where the lights are on in the windows at night and off in the daytime, I would perhaps need two models (one 'On' and one 'Off') in a formlist with a script to switch between the two at set times?
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I am stumped so far. I have looked at the Atronach Stone in both CK and Nifskope. In Nifskope I can see that that it has a glow map attached to it but I can't see anything in the script in CK that enables this glow map to come on when the stone is activated...
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SKSE adds functions to the TextureSet script. With those functions you might be able to replace the glow map with a non-glowing version and vice versa as needed. Unfortunately, the specific pages that describe how the functions work have not been created.
If there is any other way to perform what you want, I do not know of it.
Thanks for the response. I'm actually looking to do this in to work in both Skyrim and SE, so SKSE is out of the question at the moment. The only way I can think to do it at the moment is to switch between models (one glow, one not).
I've had a look at models I *think* use the technique I am looking for, but to luck.. Ore, doomstones... No mention in the scripts about swapping textures!
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Does anyone have any insight as to how to enable and disable a glow map attached to a NIF through timed events or when activated by the player? I'm dipping my toe into the World of modding and scripting with specific goals in mind. I know how one goes about activating a light through scripting but I can't find a tutorial concerning doing the same thing with glow maps.
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Amazing! Thanks McGuffin... Time for me to do some of that there learnin' :D
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Can any experienced modders tell me if the scripting tutorials (such as Mattiewagg's Modding Skyrim) are still applicable to the Special Edition? I'm wanting to really get stuck into proper quest creation. Thanks.
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I hope this Topic title explains my question to allow proper answers to my question as I am on the fence so to speak about starting to play SE. :sad:
If I start downloading mods for a play through like CoT and others that have been made compatible with SE, will I have to start a new game and reinstall all of the mods that required SKSE/SkyUI once they are made SKSE compatible again? If so I'll probably refrain from starting and stick to my original.
Just something I'm wondering about before starting SE :smile:
Thanks for any replies :smile:
I'm not sure why you'd have to restart... If the mod works with vanilla Skyrim, why would it not work with SKSE? As far as I'm aware it extends the scripting capablilites but doesn't change existing ones, otherwise it would affect the vanilla game. I can't say for sure but that's certainly my understanding of it. I've gone ahead and downloaded about 10 mods so far and I'm enjoying SE. It's worth it alone for the speed it runs at and how easily it goes from game to menus and back. So smooth!
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No, they won't be backwards compatible. However, most of the mods that come out initially will likely be remastered mods for old skyrim. And honestly, what are modders going to do with SE that hasn't been done already? :laugh:
With a 64bit engine I'd say, given time, a hell of a lot! But it will take time, SKSE and the Creation Kit.
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Then again, it depends on your definition of an amazing mod... There are some great ones already available that don't require SKSE/SkyUI to work. Live Another Life, Forgotten City...
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Hello :smile: I think until SKSE is upgraded (in progress but a huge task as it has to be practically redone from scratch and retooled if/when Bethesda release a patch) and SKYUI comes out, a lot of the big mods will have to wait. But be patient as we now have a 64bit engine the capacity to go much much further than before. Just don't uninstall your 32bit Skyrim yet.
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I admire your tenacity and it's good to think big, but maybe trying a smaller DLC at first wouldn't hurt. With my as-yet-unsuccessful-author hat on, there is a lot to be said for successfully completing a smaller project first before trying something huge. Look how long the Skywind and Skyblivion teams have been working on their TC, and that's set in the same Universe! Also I think for people to give their time to help they have to know it's a project that isn't going to be abandoned due to other commitments (Fallout 4 being released in less than a month?) or waning interest. Again, an example of where having completed smaller projects can be an advantage. Just a thought, but good luck whatever you decide to do.
P.S. The pics look great, but you might want to look at the textures on the wooden house in pic 3 and the brick building on the left in pic 4. There are some very obvious repeating textures going on that could do with either being replaced or broken up.
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Okay... I got it working! I didn't know that it's not possible to view some animations in Nifskope... So with a little experimentation I managed to get a pulsing light effect. Not perfect but it works. Thanks to everyone who offered help and suggestions. Hugely appreciated!
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The pulsing effect you have on the cauldron is exactly what I'm trying to do... only it's not working for me. I copied the BSLightingShaderProperty onto the node I want to pulse but nothing happened.
One thing I'm trying to troubleshoot: When you loaded workingexamplelitemitanim.nif into Nifskope, could you see the animation working straight off? I can't and I'm wondering if I need to reinstall Nifskope.
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In the Creation Kit you can find under Movable Static the unused "fxworkingexamplelitemitanim.nif".
For testing I copied the BSLighterShadingProperty of that nif (which includes a BSLightingShaderPropertyFloatController) to a test nif with glow shader and adjusted texture source and emissive color (as the emissive multiple is the target of the controller) and got a pulsing of the glowing texture.
Have a look at it.
As soon as I get home I'll check it out. Thank you so much. :D
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It sounds like you could benefit from Mod organiser and BOSS (although LOOT is good too). The advantage of Mod Organiser is that is doesn't overwrite your original files, so disabling and troubleshooting mods is much easier.
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It's a great tutorial, but sadly I can't get the animation working in Nifskope. I have no idea why and I've been Googling to find an answer.
Does anyone know how to or has anyone created a pulsing light effect on an object in Skyrim?
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I didn't even know there was a Modder's Resource on here! What a wonderful find... And your memory wasn't failing you. :)
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Thank you Frank, much appreciated. I'll go and have a look now.
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Thanks for the help. From what I can gather in Skyrim the textures are .dds and not .gif. I think I need an NICrontrollerManager to animate the glow map, but I have no idea how to go about it.
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I'm trying to make a pulsing light in Nifskope. I have the light as a separate model with its glow map and it glows in game. I would like to get the light to pulse on and off. I've googled but no one seems to have made a tutorial about this. I've looked at the torch and Dawnbreaker but I can't figure out what is doing what...
Can anyone kindly get me started?
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Some one somewhere must know (I hope!). I suppose I should have said the animating of textures.
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Ah, okay... what I meant was the change from the ore vein before you mine it and after. I want to know how the 'switching' of the texture is done.
Scripting texture/Glow Map changes
in Skyrim LE
Posted
Okay, that makes sense. The only reason I was thinking of a formlist is because the house isn't going to be in a fixed location.