Zorkaz Posted April 30, 2022 Share Posted April 30, 2022 https://www.creationkit.com/fallout4/index.php?title=PlaceAtNode_-_ObjectReference Has anyone used this?Can I set up nodes in nifskope on any object? Link to comment Share on other sites More sharing options...
pepperman35 Posted April 30, 2022 Share Posted April 30, 2022 (edited) Zorkaz, Niston gave me some details on its use for a little side project I was working, you can read the info here: Solar Panel Array [WIP] Skk's thread Is it possible to conjoin different activators into a single NIF ? also discusses its use. Edited April 30, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
Zorkaz Posted April 30, 2022 Author Share Posted April 30, 2022 Oh thank you very much Link to comment Share on other sites More sharing options...
Zorkaz Posted April 30, 2022 Author Share Posted April 30, 2022 For reference if anyone is having issues with .nifs: The Bobblehead Stand has a perfectly working Ref_AttachNode that one only needs to copy and paste into a new .nif Link to comment Share on other sites More sharing options...
niston Posted April 30, 2022 Share Posted April 30, 2022 You can also simply create a new NiNode in Nifskope and name that node "REF_ATTACHNODE" and set node flags to 14. That's really all there's to it. Link to comment Share on other sites More sharing options...
Zorkaz Posted May 1, 2022 Author Share Posted May 1, 2022 Well voila I have made workshop ladders something simple that I should have made years agohttps://www.youtube.com/watch?v=eeOQlsCOvww No clue why Game.Getplayer.moveto(Self)does lead to a complete cell reload but at least you can climb up. Link to comment Share on other sites More sharing options...
niston Posted May 1, 2022 Share Posted May 1, 2022 Neat!Here's another workshop ladders mod: https://www.nexusmods.com/fallout4/mods/22333 Link to comment Share on other sites More sharing options...
South8028 Posted May 1, 2022 Share Posted May 1, 2022 Well voila I have made workshop ladders something simple that I should have made years agohttps://www.youtube.com/watch?v=eeOQlsCOvww No clue why Game.Getplayer.moveto(Self)does lead to a complete cell reload but at least you can climb up.Animation can be used for vertical stairs. For example, make a door out of such a staircase with the sequences open, close, or use other necessary sequences to select floors. The invisible plane will, like an elevator, raise the character to a given level. I want to implement this method in my submarine in order to climb the wheelhouse. If you want, I can make such stairs - elevators of any shape. Link to comment Share on other sites More sharing options...
PJMail Posted May 2, 2022 Share Posted May 2, 2022 (edited) @South8028 - Is the stairclimb animation usable on a ladder - Even if it looks a bit off? Would be better than the fadeout caused by the player.moveto... Perhaps that 'invisible plane' idea used in first person to give the illusion of climbing the ladder? Edited May 2, 2022 by PJMail Link to comment Share on other sites More sharing options...
South8028 Posted May 2, 2022 Share Posted May 2, 2022 @South8028 - Is the stairclimb animation usable on a ladder - Even if it looks a bit off? Would be better than the fadeout caused by the player.moveto... Perhaps that 'invisible plane' idea used in first person to give the illusion of climbing the ladder?No. Can just "throw" the character on the desired floor. The plane of collision will come out of the "ground" and throw character to the desired floor, like an escalator. Probably, it is possible to make universal invisible elevators. To snap bs connect points on top of vertical ladders. Link to comment Share on other sites More sharing options...
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