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Working Sinks in Fallout 4?


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Ok, I made custom sinks. They will make noise & heal me when I'm low on health.

But for the life of me, I can't get the water to come out of the faucet.

(The animated water pouring into the sink).

The parts are there in the nif, but no water pours out.

Any help would be appreciated.

🙂

Edited by VonHelton
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It would also be possible if you add a node to the sink.nif.

Then in the CK you can attach a script to the sink using "Self.PlaceAtNode" and attach the water stream (Which is a movable static) to the sink. You can disable and enable it this way.

It has been way too long since I used "Self.PlaceAtNode" but there is a way.

https://falloutck.uesp.net/wiki/PlaceAtNode_-_ObjectReference

 

 

If the water animation is in the .nif you might have to use PlayAnimation or PlayGamebryoAnimation.

https://ck.uesp.net/wiki/PlayAnimation_-_ObjectReference

https://ck.uesp.net/wiki/PlayGamebryoAnimation_-_ObjectReference

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Just 3 hkx for animated furniture. Input, Loop, Output. 1. Entrance animation: character bends down, opens the tap, Anotation AnimObjLoad. *name AnimObject from ck with nif water. Nif can contain a mesh with uv animation of water, or it can be a superspray where  bsEffectFx material is assigned to the particles. The next frame contains annotation AnimObjDraw. *same name animObject from ck. 2. Animation of the cycle. The character washes his hands. 3. The character closes the tap. Annotation  animObjUnequip. This unloads  AnimObject of water. Nif of water can be cast on fixed bones, or on several bones and also animated, like a moving stream of water. If it's a superspray, the easiest thing to do is add NiStringExtraData to the nif and add the name of the bone to the StringData.

Edited by South8028
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On 2/8/2024 at 11:54 AM, South8028 said:

Just 3 hkx for animated furniture. Input, Loop, Output. 1. Entrance animation: character bends down, opens the tap, Anotation AnimObjLoad. *name AnimObject from ck with nif water. Nif can contain a mesh with uv animation of water, or it can be a superspray where  bsEffectFx material is assigned to the particles. The next frame contains annotation AnimObjDraw. *same name animObject from ck. 2. Animation of the cycle. The character washes his hands. 3. The character closes the tap. Annotation  animObjUnequip. This unloads  AnimObject of water. Nif of water can be cast on fixed bones, or on several bones and also animated, like a moving stream of water. If it's a superspray, the easiest thing to do is add NiStringExtraData to the nif and add the name of the bone to the StringData.

In beginner plz?? LOL.

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On 2/8/2024 at 10:45 AM, Zorkaz said:

It would also be possible if you add a node to the sink.nif.

Then in the CK you can attach a script to the sink using "Self.PlaceAtNode" and attach the water stream (Which is a movable static) to the sink. You can disable and enable it this way.

It has been way too long since I used "Self.PlaceAtNode" but there is a way.

https://falloutck.uesp.net/wiki/PlaceAtNode_-_ObjectReference

 

 

If the water animation is in the .nif you might have to use PlayAnimation or PlayGamebryoAnimation.

https://ck.uesp.net/wiki/PlayAnimation_-_ObjectReference

https://ck.uesp.net/wiki/PlayGamebryoAnimation_-_ObjectReference

I'll give it a try. I'm trying to get a streetlight banner to work in much the same way. The banner works in 3ds Max, but not in the game, and I think your little script trick is what I'm looking for.

 

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5 hours ago, VonHelton said:

In beginner plz?? LOL.

I will try... See... In vanilla, effects for character scenes (like furniture) are called from havok. This is done using annotations. Annotations are correspondingly tied to the havok animation root. I use 3ds so I can make objects and animations myself. But even if you don't have 3ds, you can use hkxPack. It is in the f4ak package on the nexus. hkxPack allows you to unpack any hkx into xml, and make edits, for example, add annotations for calling animObj (animated water nif in your case). All you need is accordingly... 1 animation havok (character washes hands). 2. Static nif of the water tap itself. 3. Animated water nif.

The animObject called using the havok annotation must be placed in ck (look for an example in the screenshot). The mesh itself, or emitter (if it is particles) should be physically located where it is relative to the static bottom of your faucet. It must be skinned on the bone (if it is stationary relative to the character, you can use the Root bone). If these are particles, you need to add niStringExtraData to the nif root in the nifscope and enter the name of the bone in StringData (this is an alternative binding to the animObject character, for example, for gamebryo animations).

Anyway, I made an example for you, you can use it. Havok animations already contain all the annotations. There is a washbasin sink, an animated water nif for animObj, a marker for furniture, screenshots with explanations. You just need to collect it all in ck.

https://disk.yandex.ru/d/XKdbzUH6wERoWA

Next you should use this tutorial to create furniture.

https://www.nexusmods.com/fallout4/mods/41209

Edited by South8028
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Excellent! 

One last question..........A big one.

Can I do this for one sink, then make others from it, or do I have to do this procedure over & over every time I want to make a sink in another color?

For example, I make a sink in White Marble. I apply this procedure.

Can I then duplicate & make a new sink in Black Marble?

Or do I have to make a black marble sink & then apply this procedure again?

 

Edited by VonHelton
typo
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