Quadratomic Posted January 10, 2011 Author Share Posted January 10, 2011 I'm trying to extend my abilities a little further. This is going to be drifting away from the scripting topic I believe, but say I wanted to create a new drug using the SurgicalSyringe01.nif, but I wanted the contents of the Syringe to appear red or green...how would I accomplish this without changing it for Med-X and Empty Syringes? - Quadratomic Link to comment Share on other sites More sharing options...
lostone1993 Posted January 10, 2011 Share Posted January 10, 2011 Sorry for the double post, but I have another question. Is it possible to add a group of referenced objects, say, 10 lights with unique editor IDs "HomeStandardLightREF1" and going up to "HomeStandardLightREF10," add them all to a FormList, and have the entire group enabled/disabled that way to save space in the actual code? What I'm trying now doesn't seem to be working. - Quadratomic Place an XMarker in the cell. Make it initially disabled and give it a persistent reference, like MyHomeLightMarkerREF. Edit all the lights - go to the 'enable parent' tab and point them to the XMarker. Then all you have to do to turn them all on at once in a script is: MyHomeLightMarkerREF.enable If you want to use a light switch, make a copy of ElectricalSwitch and place it in the cell. Go to it's 'linked Ref' tab and set the XMarker as the linked ref. Then put a script on the switch: scn RHKMyHomeLightSwitchScript ref rLinkedREF BEGIN ONActivate if (IsActionRef Player == 1) set rLinkedREF to GetLinkedRef if (rLinkedREF.GetDisabled) rLinkedREF.Enable SetOpenState 1 else rLinkedREF.Disable SetOpenState 0 endif endif END there is one slightly easier way which take one step out of the above process which is choose a light, make it a persident ref then link all other light to that one same way as above but without the x marker Link to comment Share on other sites More sharing options...
lostone1993 Posted January 10, 2011 Share Posted January 10, 2011 I'm trying to extend my abilities a little further. This is going to be drifting away from the scripting topic I believe, but say I wanted to create a new drug using the SurgicalSyringe01.nif, but I wanted the contents of the Syringe to appear red or green...how would I accomplish this without changing it for Med-X and Empty Syringes? - Quadratomic If you mean on the model itself you would have to retexture the model to change it with changing others is easyonce you hae your new model all you have to do isfind the item you want to copy do into it by double clicking and change the id ie.med-xgreen then say yes in the next messagethen change the model by pointing the mode path towards your model Link to comment Share on other sites More sharing options...
Quadratomic Posted January 11, 2011 Author Share Posted January 11, 2011 So basically I have to take the existing Med-X model, retexture it, save the .nif with a different name, then create a new item using the new retextured model? - Quadratomic Link to comment Share on other sites More sharing options...
davidlallen Posted January 11, 2011 Share Posted January 11, 2011 Yes. More specifically, (1) copy the nif to a new name and/or new directory. (2) look inside the nif using nifskope to find the pathname of the texture (dds) file it is using. (3) copy the dds to a new name and/or directory. (4) "Retexture" or recolor the dds file. (5) In nifskope, replace the old texture filename with the new one. (6) In geck, copy the model, change the name and whatever stats you want to change, and set the model field to your new nif. It takes a few steps; but having a small number of personalized items in your mod makes it stand out. Link to comment Share on other sites More sharing options...
Quadratomic Posted January 11, 2011 Author Share Posted January 11, 2011 Thanks again lostone1993 and davidlallen! I'm going to delve into that a bit right now to see what I can come up with. A unique problem has come up within GECK. It seems a corner of my room has gone missing, and nothing can be placed inside of it. If anything is placed in the corner spot, it disappears. http://img510.imageshack.us/img510/8798/geckproblem.jpg Any ideas as to what's causing this? - Quadratomic Link to comment Share on other sites More sharing options...
davidlallen Posted January 11, 2011 Share Posted January 11, 2011 Sorry if this is too elementary, but you have wall objects and floor objects next to the grey area. Is it simply that you are missing a corresponding corner object? Link to comment Share on other sites More sharing options...
Quadratomic Posted January 11, 2011 Author Share Posted January 11, 2011 (edited) The corner wall piece shows up as being in the level. I can double-click on it and it just focuses on this empty area. If I try placing another corner one here it becomes invisible. Edit: I just deleted everything in the corner of the room and replaced everything. It seems to be okay now. Edited January 11, 2011 by Quadratomic Link to comment Share on other sites More sharing options...
Quadratomic Posted January 11, 2011 Author Share Posted January 11, 2011 I hate asking so many questions, but there's just so many things I want to figure out. So the .nif is SurgicalSyringe01.nif, and when I open it in NifSkope no textures are displayed on the syringe. I have gone into Render > Settings... and set my texture folders to the folders I extracted all of the textures from the two .bsa files earlier, and "Textures" is checked in also. Am I missing something? Link to comment Share on other sites More sharing options...
davidlallen Posted January 11, 2011 Share Posted January 11, 2011 I am pretty sure nifskope doesn't understand bsa files. In order to see textures you have to extract the files you want out of the bsa files. What I usually do is copy the one nif file, and one or two dds files, into my mod directory. To see the filename of the dds file, in nifskope, you need to expand down the tree until you find the "BSTextureStringSet". I think that is the name, I'm not on my modding PC. Change the string there so it points to your dds file locally and the texture should appear in nifskope. I have thought of making a step by step guide for this, but then, there must be one somewhere. This "copy nif and repaint dds" technique has been around since oblivion, maybe 4-5 years. I learned it bit by bit. I usually have a directory name for my mod, say "mymod", then I copy the nifs into data/meshes/mymod and copy the dds into data/textures/mymod. Before I repaint, I edit data/meshes/mymod/myfile.nif so that it points to the new location of the dds, "textures/mymod/myfile.dds". Then I can see the texture in nifskope. Then I repaint the dds, and it updates in nifskope and in game. Link to comment Share on other sites More sharing options...
Recommended Posts