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Scripting Inquiry


Quadratomic

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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

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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

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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 easy

once you hae your new model all you have to do is

find 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 message

then change the model by pointing the mode path towards your model

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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.

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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

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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 by Quadratomic
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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?

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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.

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