pepperman35 Posted August 5, 2022 Share Posted August 5, 2022 Quick question: What is the secret to get the WksDisplayCase series of activators to open and close. Some of them have the Default2StateActivator script but some do not. Some will open on activate, some won't. The ones the do open don't seem to close. Link to comment Share on other sites More sharing options...
greekrage Posted August 5, 2022 Share Posted August 5, 2022 i saw that weirdness in my last mod...I could open it but it wouldnt respond to close unless i fast-traveled away and back :P Link to comment Share on other sites More sharing options...
pepperman35 Posted August 5, 2022 Author Share Posted August 5, 2022 I wonder if there is something in the Workshop.hkx file for the closing animation, especially for the one without lights installed. TurnOff and TurnOn are used in the properties for Default2StateActivator script. I wonder if TurnOn is right for the close animation. Link to comment Share on other sites More sharing options...
South8028 Posted August 6, 2022 Share Posted August 6, 2022 (edited) "turnOn, turnOff" sequences work without a script. They are used in several vanilla switches. Where, in addition to a short animation (for example, moving a lever on / off), looped On, Off animations are required. In total, there are, like, 12 sequences in such nif's (I dont I remember, but here they are from some past topic https://disk.yandex.ru/d/lEO-ecL2go-C2g). What is contained in workshop.hkx, you can probably see if you open it as xml. Today I just read a tutorial on import / export / convert hkx. https://www.nexusmods.com/fallout4/mods/16694 By the way, thanks for hct, I'm already with might and main I'm making havok animations Tomorrow I'll post a rig and pressset for max 2013. It will be possible to make furniture with custom havok animations. Edited August 6, 2022 by South8028 Link to comment Share on other sites More sharing options...
pepperman35 Posted August 7, 2022 Author Share Posted August 7, 2022 I modified the FO4_WksDisplayCaseFree01.nif and basically set it up with a simple open and close cycle. You could use it as an activator or a door. File is attached is anyone want it. I tested it in game as an activator with the Default2StateActivator script (stock properties). Worked lgreat. Link to comment Share on other sites More sharing options...
greekrage Posted August 7, 2022 Share Posted August 7, 2022 Works great my friend !!! Thank you !!! :) Link to comment Share on other sites More sharing options...
pepperman35 Posted August 8, 2022 Author Share Posted August 8, 2022 Nice! I like the pattern you put on the glass, makes it really pop. Link to comment Share on other sites More sharing options...
greekrage Posted August 8, 2022 Share Posted August 8, 2022 Nice! I like the pattern you put on the glass, makes it really pop.lol glass wasnt working as i wanted ...i just figured out how to enable/disable certain flags to get it to work.So as soon as i disabled the grey scale...my colors showed...This is what it looks like now... Link to comment Share on other sites More sharing options...
pepperman35 Posted August 9, 2022 Author Share Posted August 9, 2022 In a similar manner I modified the WksDisplayCaseWall01.nif and basically set it up with a simple open and close cycle. You could use it as an activator or a door. File is attached is anyone want it. I tested it in game as an activator with the Default2StateActivator script (stock properties). Worked great. File is attached if anyone want it. Link to comment Share on other sites More sharing options...
greekrage Posted August 9, 2022 Share Posted August 9, 2022 (edited) In a similar manner I modified the WksDisplayCaseWall01.nif and basically set it up with a simple open and close cycle. You could use it as an activator or a door. File is attached is anyone want it. I tested it in game as an activator with the Default2StateActivator script (stock properties). Worked great. File is attached if anyone want it. FO4_WksDisplayCaseWall01.rar Cool !!! Thank you !!!Question: How hard is it to add a light emitter so it can be independent of external light sources ? Is there a tutorial on how? Edited August 9, 2022 by greekrage Link to comment Share on other sites More sharing options...
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