lucasjose501 Posted November 23, 2013 Share Posted November 23, 2013 I'm having some difficulties, which can be kind of confusing to explain, but let's try. So far, this is the effect I got: http://i.imgur.com/P4WD95ql.jpghttp://i.imgur.com/wZH0wiKl.jpg Is almost a complete copy of the PipBoy light with changes in the distance, color and other details. Some things I'm trying to fix, but I need help from someone more experienced: The light is a little ahead of the body of the character, like the arm, where is the PipBoy ... But I did not find where to change the location of the light source. I want it inside the body, to avoid creating a bright light in front of the character.How to use two light sources at the same time in the character? One for the base and one for the spine.The only way to activate it is using a Perk or there is any script command for it? I created a Light in the "World Objects", then a Base Effect, then a Ability using the Base Effect, And applied it in the Perk... Weird? Is there any way to edit the light source directly in nif or only in geck? So I could control the intensity for each armor, because some do not have total exposure of the spine or body to get something better made. Sorry for the long topic, i'm completely noob with this and I didn't found anything related >.< Link to comment Share on other sites More sharing options...
NomadValve Posted November 23, 2013 Share Posted November 23, 2013 I'm having some difficulties, which can be kind of confusing to explain, but let's try. So far, this is the effect I got: http://i.imgur.com/P4WD95ql.jpghttp://i.imgur.com/wZH0wiKl.jpg Is almost a complete copy of the PipBoy light with changes in the distance, color and other details. Some things I'm trying to fix, but I need help from someone more experienced: The light is a little ahead of the body of the character, like the arm, where is the PipBoy ... But I did not find where to change the location of the light source. I want it inside the body, to avoid creating a bright light in front of the character.How to use two light sources at the same time in the character? One for the base and one for the spine.The only way to activate it is using a Perk or there is any script command for it? I created a Light in the "World Objects", then a Base Effect, then a Ability using the Base Effect, And applied it in the Perk... Weird? Is there any way to edit the light source directly in nif or only in geck? So I could control the intensity for each armor, because some do not have total exposure of the spine or body to get something better made. Sorry for the long topic, i'm completely noob with this and I didn't found anything related >.<...have you tried editing the effect radius in the creation tool kit? Link to comment Share on other sites More sharing options...
lucasjose501 Posted November 23, 2013 Author Share Posted November 23, 2013 Yes... The Radius only changes the distance of the light. But it's still in front of the char. Link to comment Share on other sites More sharing options...
Xilandro Posted November 25, 2013 Share Posted November 25, 2013 Static light with setpos is the best way. For example how to place light\any objects in front\behind player (you need to use cos and sin functions) - take a look at Flashlight script. Link to comment Share on other sites More sharing options...
Fallout2AM Posted November 25, 2013 Share Posted November 25, 2013 Static light with setpos is the best way. For example how to place light\any objects in front\behind player (you need to use cos and sin functions) - take a look at Flashlight script. It's something I do when I "don't need to play", I mean I use that for things concerning my camera plugins. Sin and cos are quite "heavy" to handle, I'm curious to know what delay you use for that, I'm still looking for a good compromise that doesn't make the scripts slowing the game during hard situations like big fights. Link to comment Share on other sites More sharing options...
Xilandro Posted November 25, 2013 Share Posted November 25, 2013 (edited) Sin and cos are quite "heavy" to handle Are you serious? =) I'ts heavy for single core processor and 512 Ram from 2008? Maybe. But... it's 2014. Few weeks ago i thought "oi it's heavy" too. But then i've made few tests on older PCs and i need to say - it's not heavy at all. With PN+WMX+EVE installed - no fps drop, no glitches. Edited November 25, 2013 by Xilandro Link to comment Share on other sites More sharing options...
Fallout2AM Posted November 25, 2013 Share Posted November 25, 2013 Are you serious? =) I'ts heavy for single core processor and 512 Ram from 2008? Maybe. But... it's 2014. Few weeks ago i thought "oi it's heavy" too. But then i've made few tests on older PCs and i need to say - it's not heavy at all. With PN+WMX+EVE installed - no fps drop, no glitches. Same thing I though when I've read it on the website. Then, after using those functions (abs, arcsin, etc.) and noticing they were killing my performances at the point to not handle my scripts as I wanted, I thought I was wrong. Link to comment Share on other sites More sharing options...
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