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[Modder's Resource] Spawnable Triggerboxes


ThreeTen

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Hey everyone,

 

Usually I would't post a mod here, but considering its uses it might be helpful for many of you.

 

http://www.nexusmods.com/skyrim/mods/61245/?

You can use this resource to add, move, rotate, remove trigger boxes dynamically. Might be helpful for those who require precise location/area tracking without all of the junk added with a magic effect and without the need for polling.

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The units in nifscope are the exact units used in skyrim, :P

 

Also, you can add a nicontroller manager with specific animations to upscale the box or re-size it to as many set dimensions as you want, that would be more useful methinks as a resource than re-sizing it yourself :P

 

Just need a nicontrollermanager blah blah then you can name w/e you want and call a gamebryo animation on it as it spawns etc to set the size. Could literally just do a shitton, make normal box a 100 unit square and could go from there, could even add different meshes and collision inside the node, IE you could have all of them set to 0 and call a animation that expands the circle, or rectangle or square, then one of each scaling it up.

 

Just some thoughts, it's usable as is but a dynamic nif could be cool :)

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Thanks for the heads up.

Using it already in my portable movable book shelves I spawn on the fly in game as I want.

Consists of 3 parts,

Invisible inside out OL_UNDEFINED box (so a user can pick the books up but holds books inside).

Invisible triggerbox (yours) that sits inside the above box (So I can catch when a user removes books without activating the shelf).

Invisible rectangle OL_NONCOLLIDABLE box (used as an activator/container on the front of the shelf).

 

Beets the gimpy native Skyrim books shelves that can't be moved and are non dynamic and made of a ridiculous amount of parts.

(plus my own support ingots and scrolls as well)

 

Endorsed and left feedback in your mod thread.

Edited by sLoPpYdOtBiGhOlE
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Thats because trying to explain it to someone makes you write 457 pages just to get the concept of the nicontrollermanager out..

 

f*#@ing retarded to use that s#*! and they most likely did it again with FO4

 

"Hey guys what can we use for free to save our bottom line? Oh Nifs, sure! Now we have to hire 5 people full time to convert for 16 hours a day that's cost effective right? Whn ppl b&@*$ tell them we did it for the modding community, that always sells, ya!"

 

f*#@ing twats

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If it's only a case of scaling a the nif in all dimensions, then setscale() via script or command works fine.

Tested it and I didn't have a problem with scaling the nif on the fly in game and trigger events fire and report at the expected scaled distances.

(I used my own nif to test with, but same phantom collision method)

 

You'd only need that complex method of DDProductions83 if your wanting to scale different sizes on each dimension (which would be handy).

Edited by sLoPpYdOtBiGhOlE
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problem is its not even that complex, you are calling a script on the box, once setup is done you do the same thing to pick a predetermined size or shape and then can also scale it :P

 

It's actually fairly rote and boring to setup a control manager, just trying to explain it to someone who doenst know how it even works is like killing yourself slowly over a period

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