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NiSwitchNode


pepperman35

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I thought of a creative way to emulate the laying of eggs and make eggs available to the player to gather.  Basically create two models: 1) Straw basket with a chicken egg lying in the bottom of the basket; and 2) Straw basket without the egg.  The NIF files would make use of NiSwitchNode, which is typically found on flora such as TatoPlant02 etc.  As I am working on a chicken coop I thought it would be cool to place straw/hay baskets inside the nesting boxes.  This could emulate the laying of eggs and make eggs available to the player to gather.  Don't think 3ds max makes use of the NiSwitchNode but this shouldn't be to hard to set up in nifskope.

Not exactly how long it would take to respawn the egg once taken.  Not sure if that mechanic is based on time or cell load/unload function.  Maybe it is scripted somewhere, but if so I didn't readily find it.

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Yep.  While I was add it, I'm experimenting with adding tobacco plants using the same process to a FO4 mod. Fallout: New Vegas had the Coyote tobacco plants but Fallout 4 didn't get any tobacco plants.  The Coyote tobacco plants produced Coyote tobacco chew which was a consumable item.  The concept develops a fictitious  company called Chit's Pride, which has the slogan Take Life in Stride, Chew with Pride.  With a little work, I suppose the tobacco plants in FO4 could produce chewing tobacco, cigarettes and cigars or tobacco leaves would could be used to craft those items.

Model credits: "Tobacco Plant" (https://skfb.ly/6Ut9E) by max_imum is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).

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Edited by pepperman35
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