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Electrip Trap: How to make lightning


Zorkaz

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I want to make the lightning effect from the electric trap, without using the electric trap itself.

Basically I want it to be part of an unstable cave system where lightning shoots out randomly.

 

Anyone knows if it's part of the animation or whatelse I can do to use it independently?

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It's all there in TrapElectricalArc "Tesla Arc" [ACTI:00140E84] . TrapElectricalArcBeam [PROJ:00140F3C] , i guess, and traps shoot it by spell TrapElectricArcSpell at randomly repositioned dummy target. Could replace trap model by rocks etc. and use existing script with necessary edits, perhaps? To not make a weapon and such.

ps. Although i don't know if projectile or its model may be used independently from everything. Is there such need?

Edited by hereami
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Duplicate the trap ACTI form and change the nif to a rock? (TrapElectricalArc, 0x140E84, Fallout4.esm).

 

Or just use the raw spell with a simple looping RegisterFor/OnDistanceLessThan event.

TrapElectricArcSpell.Cast(objSelf, akTarget) ; (TrapElectricArcSpell, 0x140F27)

If it's just the visuals you want, the hitshader is ShockDamageFXS

ShockDamageFXS.Play(TheRef, TimeFloat)

Alternately loop through these handy arrays to find one shader you like:

 

EffectShader[] Library = new EffectShader[70]
Library[0] = Game.GetFormFromFile(0x00249733, "Fallout4.esm") as EffectShader
Library[1] = Game.GetFormFromFile(0x002494E4, "Fallout4.esm") as EffectShader
Library[2] = Game.GetFormFromFile(0x00247A3F, "Fallout4.esm") as EffectShader
Library[3] = Game.GetFormFromFile(0x00240C20, "Fallout4.esm") as EffectShader
Library[4] = Game.GetFormFromFile(0x002407FB, "Fallout4.esm") as EffectShader
Library[5] = Game.GetFormFromFile(0x00231F8A, "Fallout4.esm") as EffectShader
Library[6] = Game.GetFormFromFile(0x002301C5, "Fallout4.esm") as EffectShader
Library[7] = Game.GetFormFromFile(0x002301C4, "Fallout4.esm") as EffectShader
Library[8] = Game.GetFormFromFile(0x0022F43D, "Fallout4.esm") as EffectShader
Library[9] = Game.GetFormFromFile(0x0022DCF4, "Fallout4.esm") as EffectShader
Library[10] = Game.GetFormFromFile(0x0022579E, "Fallout4.esm") as EffectShader
Library[11] = Game.GetFormFromFile(0x0022579D, "Fallout4.esm") as EffectShader
Library[12] = Game.GetFormFromFile(0x0022579C, "Fallout4.esm") as EffectShader
Library[13] = Game.GetFormFromFile(0x0022579B, "Fallout4.esm") as EffectShader
Library[14] = Game.GetFormFromFile(0x0022517E, "Fallout4.esm") as EffectShader
Library[15] = Game.GetFormFromFile(0x0022517C, "Fallout4.esm") as EffectShader
Library[16] = Game.GetFormFromFile(0x0021C768, "Fallout4.esm") as EffectShader
Library[17] = Game.GetFormFromFile(0x00216352, "Fallout4.esm") as EffectShader
Library[18] = Game.GetFormFromFile(0x00211112, "Fallout4.esm") as EffectShader
Library[19] = Game.GetFormFromFile(0x001E55D6, "Fallout4.esm") as EffectShader
Library[20] = Game.GetFormFromFile(0x001E55D5, "Fallout4.esm") as EffectShader
Library[21] = Game.GetFormFromFile(0x001E077C, "Fallout4.esm") as EffectShader
Library[22] = Game.GetFormFromFile(0x001D4761, "Fallout4.esm") as EffectShader
Library[23] = Game.GetFormFromFile(0x001C6BD2, "Fallout4.esm") as EffectShader
Library[24] = Game.GetFormFromFile(0x001C6BCC, "Fallout4.esm") as EffectShader
Library[25] = Game.GetFormFromFile(0x001B3F73, "Fallout4.esm") as EffectShader
Library[26] = Game.GetFormFromFile(0x0019C048, "Fallout4.esm") as EffectShader
Library[27] = Game.GetFormFromFile(0x0018C35C, "Fallout4.esm") as EffectShader
Library[28] = Game.GetFormFromFile(0x0018C35B, "Fallout4.esm") as EffectShader
Library[29] = Game.GetFormFromFile(0x00183AFB, "Fallout4.esm") as EffectShader
Library[30] = Game.GetFormFromFile(0x00181B36, "Fallout4.esm") as EffectShader
Library[31] = Game.GetFormFromFile(0x00180061, "Fallout4.esm") as EffectShader
Library[32] = Game.GetFormFromFile(0x00179639, "Fallout4.esm") as EffectShader
Library[33] = Game.GetFormFromFile(0x00176DFA, "Fallout4.esm") as EffectShader
Library[34] = Game.GetFormFromFile(0x00174AB2, "Fallout4.esm") as EffectShader
Library[35] = Game.GetFormFromFile(0x00149E5E, "Fallout4.esm") as EffectShader
Library[36] = Game.GetFormFromFile(0x00145365, "Fallout4.esm") as EffectShader
Library[37] = Game.GetFormFromFile(0x00145364, "Fallout4.esm") as EffectShader
Library[38] = Game.GetFormFromFile(0x0014237E, "Fallout4.esm") as EffectShader
Library[39] = Game.GetFormFromFile(0x0014237D, "Fallout4.esm") as EffectShader
Library[40] = Game.GetFormFromFile(0x00140F01, "Fallout4.esm") as EffectShader
Library[41] = Game.GetFormFromFile(0x00140EFB, "Fallout4.esm") as EffectShader
Library[42] = Game.GetFormFromFile(0x00140EE8, "Fallout4.esm") as EffectShader
Library[43] = Game.GetFormFromFile(0x00139F97, "Fallout4.esm") as EffectShader
Library[44] = Game.GetFormFromFile(0x00139F8E, "Fallout4.esm") as EffectShader
Library[45] = Game.GetFormFromFile(0x00130DBD, "Fallout4.esm") as EffectShader
Library[46] = Game.GetFormFromFile(0x0012BC09, "Fallout4.esm") as EffectShader
Library[47] = Game.GetFormFromFile(0x00102B7E, "Fallout4.esm") as EffectShader
Library[48] = Game.GetFormFromFile(0x000F62AE, "Fallout4.esm") as EffectShader
Library[49] = Game.GetFormFromFile(0x000E178E, "Fallout4.esm") as EffectShader
Library[50] = Game.GetFormFromFile(0x00078BA5, "Fallout4.esm") as EffectShader
Library[51] = Game.GetFormFromFile(0x0006F125, "Fallout4.esm") as EffectShader
Library[52] = Game.GetFormFromFile(0x0006F124, "Fallout4.esm") as EffectShader
Library[53] = Game.GetFormFromFile(0x0006F123, "Fallout4.esm") as EffectShader
Library[54] = Game.GetFormFromFile(0x0006F122, "Fallout4.esm") as EffectShader
Library[55] = Game.GetFormFromFile(0x00058C27, "Fallout4.esm") as EffectShader
Library[56] = Game.GetFormFromFile(0x0003EC51, "Fallout4.esm") as EffectShader
Library[57] = Game.GetFormFromFile(0x00038591, "Fallout4.esm") as EffectShader
Library[58] = Game.GetFormFromFile(0x00036902, "Fallout4.esm") as EffectShader
Library[59] = Game.GetFormFromFile(0x000305A1, "Fallout4.esm") as EffectShader
Library[60] = Game.GetFormFromFile(0x0003059B, "Fallout4.esm") as EffectShader
Library[61] = Game.GetFormFromFile(0x000303B0, "Fallout4.esm") as EffectShader
Library[62] = Game.GetFormFromFile(0x0001D22B, "Fallout4.esm") as EffectShader
Library[63] = Game.GetFormFromFile(0x00218E, "DLCRobot.esm") as EffectShader
Library[64] = Game.GetFormFromFile(0x00E3AF, "DLCRobot.esm") as EffectShader
Library[65] = Game.GetFormFromFile(0x0001563D, "DLCCoast.esm") as EffectShader
Library[66] = Game.GetFormFromFile(0x0000F661, "DLCRobot.esm") as EffectShader
Library[67] = Game.GetFormFromFile(0x0F660, "DLCRobot.esm") as EffectShader
Library[68] = Game.GetFormFromFile(0x00044C84, "DLCCoast.esm") as EffectShader
Library[69] = Game.GetFormFromFile(0x00044C85, "DLCCoast.esm") as EffectShader

String[] Names = new String[70]
Names[0] = "VansActivateFXS"
Names[1] = "ShockDamageConstantFXS"
Names[2] = "DetectLifePATargetFXS"
Names[3] = "FireHazardLightFXS"
Names[4] = "CritFireMolotovFXS01"
Names[5] = "FireHazardFXS"
Names[6] = "BloodSplatterHeavyParticles"
Names[7] = "BloodHeavyParticles"
Names[8] = "WaterDrippingSmallParticles"
Names[9] = "MirelurkKingCloakFXS"
Names[10] = "LegendaryRadiationFXS01"
Names[11] = "LegendaryPoisonDamageFXS01"
Names[12] = "LegendaryAccuracyFXS01"
Names[13] = "Legendary2xDmgEffectFXS"
Names[14] = "DetectLifeHostileFXS"
Names[15] = "DetectLifeFXS"
Names[16] = "GammaGunHitFXS"
Names[17] = "LaserFireHitFXS"
Names[18] = "FireIronWorksFXS"
Names[19] = "TeleportInPlayerFXS"
Names[20] = "TeleportOutPlayerFXS"
Names[21] = "PowerArmorTargetingHUDFXS"
Names[22] = "GrenadeTrajectoryFXS"
Names[23] = "MirelurkQueenPoisonDamageFXS"
Names[24] = "CritMirelurkQueenFXS"
Names[25] = "FireHitFXSShishkebab"
Names[26] = "MS09LorenzoFXS"
Names[27] = "CryoFreezeFXS02"
Names[28] = "CryoFreezeFXS01"
Names[29] = "HologramShaunFXS"
Names[30] = "RobotFrenzyFXS"
Names[31] = "MirelurkKingFXS"
Names[32] = "CritAlienFXS"
Names[33] = "WaterDrippingParticlesLarge"
Names[34] = "DirtParticles"
Names[35] = "CritFireParticleFXS"
Names[36] = "CritFireCharFXS"
Names[37] = "CritCryoShatterFXS"
Names[38] = "FireHitFXS"
Names[39] = "CritFireFXS"
Names[40] = "WaterSplashParticles"
Names[41] = "WaterDrippingParticles"
Names[42] = "MirelurkMudParticles"
Names[43] = "CritPlasmaFXS"
Names[44] = "CritLaserFXS"
Names[45] = "radScorpionFXS"
Names[46] = "FireTeleportFXS"
Names[47] = "StealthBoyInvisibilityEffect"
Names[48] = "TeleportInFXS"
Names[49] = "TeleportOutFXS"
Names[50] = "CritCryoFXS"
Names[51] = "RadDamageFXS"
Names[52] = "CryoDamageFXS"
Names[53] = "PoisonDamageFXS"
Names[54] = "ShockDamageFXS"
Names[55] = "RobotFireFXS"
Names[56] = "CryoCorpseFXS"
Names[57] = "MirelurkDirtParticles"
Names[58] = "destWetFXS"
Names[59] = "BrokenFXSforBug"
Names[60] = "BloodSplatterHeavy"
Names[61] = "FireFXS01"
Names[62] = "FireFXS"
Names[63] = "DLC01AssaultronShieldFXS"
Names[64] = "DLC01RoboBrainShadowFXS"
Names[65] = "DLC03FogMotherFXS"
Names[66] = "DLC01RoboBrainShadowGhostFXS"
Names[67] = "DLC01RoboBrainShadowGhostEndFXS"
Names[68] = "DLC03RRetriever02FXS"
Names[69] = "DLC03RRetrieverFXS"

 

 

VisualEffects work the same way. Effect.Play(Ref, time).

 

One trick I think was your advice is to use Weapon.Fire(AmmoForm) <--- create an ammo wrapper for TrapElectricalArcBeam PROJ. The "gun" will be invisible and fire along ref Y axis.

 

Ultimately there's the option of placing an AddonNode link in a duplicated .nif by adding a BSValueNode with the same index as one you like.

Guide: https://www.nexusmods.com/fallout4/articles/127

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I wonder if it's possible to make a trap with a simple sequence? For example, a special floor with a hidden guide, from which a circular circle pops out, sawing npc? Or laser grids sawing npc like in resident evil? Technically, I can make such nif's, but I don't know exactly how they are integrated into ck. Can try to create traps in the form of creatures. With bones and havok behavior. But, too much fuss for a modest result. It would be desirable to be limited to gamebryo.

Plugins have a "Trap" collision type. I would like to understand exactly how this collision interacts with physics in the game and what else such a trap needs in ck.

Edited by South8028
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Technically, I can make such nif's, but I don't know exactly how they are integrated into ck.

I'd say take a look at the bathroom scale trap. Basically there is some kind of passthrough collision.

In the CK you'd take a script with "Event OnTriggerEnter (ObjectReference AkActionRef)" and do some stuff then

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