Lemecc Posted April 21, 2023 Share Posted April 21, 2023 Okay, I've got what feels like a really stupid question. I'm kit-bashing together different pieces to make new items directly in Creation Kit, and I've not had any trouble with it so far since I've only used existing statics, and new statics that simply lift the model from moveable statics. Everything's looking pretty good, I'm putting together cool set dressing and props that I like. I've made some new prefabs that are fully snappable, can be navigated by NPCs, etc. However, I've decided that I want to use water in one of my new objects (a filled bucket, in this case). The bucket part is fine, but it looks like I can't just slap the water model into a new static and call it a day, since normally water is an activator and has a few more bits of information attached to it than a static, it seems. The newly created static I've made has no animation and is barely visible compared to its original activator counterpart. The water model I'm trying to use is WaterCircle1024.nif. My endgoal was to make this new filled water bucket into one complete object, and class it as a furniture item that settlers can interact with. This part is also not a problem, thanks to all the amazing tutorials out there. It's just the middle part of working with a water object specifically that has stumped me. The only statics that include water that I can find in the whole game normally to try and copy from is still water from the Glowing Sea, and the difference I notice is that in the edit preview window the static is fully visible, whilst the water activators are bright blue until they're placed into a cell in render view. If you know more about working with water objects, could you tell me why this isn't working, if there's a way to make it work that I've missed, or if I'll need to try a different or external method? Thanks! Link to comment Share on other sites More sharing options...
pepperman35 Posted April 21, 2023 Share Posted April 21, 2023 Maybe take a look at the BrahminTrough (furniture object) and the TroughBathWater (activator). The packin (BrahminTroughWithWater) combines the two. Not one piece but would accomplish your intent. Link to comment Share on other sites More sharing options...
greekrage Posted April 21, 2023 Share Posted April 21, 2023 (edited) ... Edited April 21, 2023 by greekrage Link to comment Share on other sites More sharing options...
Lemecc Posted April 22, 2023 Author Share Posted April 22, 2023 (edited) Maybe take a look at the BrahminTrough (furniture object) and the TroughBathWater (activator). The packin (BrahminTroughWithWater) combines the two. Not one piece but would accomplish your intent. This is real helpful, thank you! I've only messed around with packins one single time, and that was to do with lights. I forgot about the trough, so this didn't occur to me at all. Thank you for the pointer, this sounds like the right direction for my intent! The only caveat is I want it to be craftable by the player, but I assume this is probably possible, due to objects that emit light using packins? EDIT: Ok, unfortunately I can't see a way for packins to help me. I checked objects the player can build, like WorkshopWaxCandles01, and it's a single static, not even scripts attached or any data in the emittance tab, yet it casts light. Does this mean there is no way to do what I'm asking via kit bashing, and it requires a custom nif built? Edited April 22, 2023 by Lemecc Link to comment Share on other sites More sharing options...
Zorkaz Posted April 22, 2023 Share Posted April 22, 2023 Idk if you have experience with material files. But you could just add a circle that is semitransparent and has a lot of refraction Link to comment Share on other sites More sharing options...
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