paladicprince Posted October 9, 2009 Share Posted October 9, 2009 Is there a way through scripting to plan a magic shader visual on a currently equipped item? Like if in a quest I wanted the sword I was carrying to burst into flames. And, more importantly if I want to apply a shader to an arrow while it is notched. I can't find anything, but I'll keep looking. Link to comment Share on other sites More sharing options...
lonewolfkai Posted October 9, 2009 Share Posted October 9, 2009 Is there a way through scripting to plan a magic shader visual on a currently equipped item? Like if in a quest I wanted the sword I was carrying to burst into flames. And, more importantly if I want to apply a shader to an arrow while it is notched. I can't find anything, but I'll keep looking. hmm, I only know a little about scripting myself and nothing about shaders, but I know there are several mods out there that have visuals to enchantments. I don't think they apply to arrows though, but there was an arrow mod recently released that had trailing visuals when fired. Link to comment Share on other sites More sharing options...
Rabbit1251 Posted October 9, 2009 Share Posted October 9, 2009 You might be looking for something like Flaming Arrows. The latest version requires OBSE ver. 18 beta, but the earlier versions work with version 17 OBSE which is the one that I use. Rabbit Link to comment Share on other sites More sharing options...
paladicprince Posted October 9, 2009 Author Share Posted October 9, 2009 I've seen these mods and I had already made a version of my own. Adding an effect to an arrow in flight is easy, but using all available options I can I can't for the life of me find the arrow that is currently notched. It might just not be within the scope of scripting. Link to comment Share on other sites More sharing options...
David Brasher Posted October 9, 2009 Share Posted October 9, 2009 I have looked at the problem, and I suspect you have to use modeling and\or texturing plus possibly scripting to turn the various models on and off at the appropriate times. Here is the script I was messing with which does not work right. It seems that you can't use the command "pms" on an equipped weapon and have it work. It does work when the weapon is laying on the ground. This is an object script applied to a steel longsword which is a persistent reference named ImmolatorREF. It burns when it lays on the ground, and when I have it equipped, I burn. I burn when it is sheathed, and burn when it is drawn, but I do not burn if my other sword is my active weapon. SCN 001FlamingSword Short BurnOnce Short OnceBurn Begin Gamemode If BurnOnce == 0 ImmolatorREF.pms EffectFireDamage Set BurnOnce to 1 EndIf If Player.GetEquipped 001FlamingLongsword == 1 && OnceBurn == 0 Player.pms EffectFireDamage Set OnceBurn to 1 EndIf If Player.GetEquipped 001FlamingLongsword == 0 Player.StopMagicShaderVisuals EffectFireDamage Set OnceBurn to 0 EndIf End Begin OnDrop Set BurnOnce to 0 End So my guess is that you would need to retexture the arrows during the arrow knocking animation cycle. Alas I am no modeler nor animator. Link to comment Share on other sites More sharing options...
Rabbit1251 Posted October 9, 2009 Share Posted October 9, 2009 The latest version of Flaming Arrows is supposed to show on the notched arrows, but as I say it requires OBSE 18 beta which I do not use so I cannot say. Rabbit Link to comment Share on other sites More sharing options...
Recommended Posts