stevie70 Posted April 30, 2011 Share Posted April 30, 2011 i've created some static collections some of which include a FxBasicGlow static (plus one or two normal statics);my problem is, as soon as i group the statics into a collection, the glows show light-markers (independent on if markers are set to be shown or not), that cannot only be seen in geck, but ingame as well, which looks, well, rather irritating :-)the order, in which i activate the single objects before grouping (which apparently does matter for the collections positioning data) doesn't make any difference either.so i wonder, am i just doing this some wrong way or can't glows be used in static collections at all...? Link to comment Share on other sites More sharing options...
cambragol Posted May 6, 2011 Share Posted May 6, 2011 Likely, while making the static collection a flag on the marker for the glow is converted or removed, and so the marker becomes visible again. Perhaps you could open up the static collection in Nifskope and determine that flag and reassign it? I was going to go your route once, but gave up when the exact same thing happened. Link to comment Share on other sites More sharing options...
stevie70 Posted May 6, 2011 Author Share Posted May 6, 2011 Likely, while making the static collection a flag on the marker for the glow is converted or removed, and so the marker becomes visible again. Perhaps you could open up the static collection in Nifskope and determine that flag and reassign it? I was going to go your route once, but gave up when the exact same thing happened.yes, i gave up on that too, caused too much additional problems (scaling!!) and already cost more time to figure out why it didn't work than it ever would have saved, so i pieced all my stuff together by hand (about a million identical times :-)) in the meantime. all in all, i'm afraid, static collections aren't good for much more than plain statics that never will be scaled, rotated or anything (well and for easier script-affecting of large numbers of objects probably, haven't tried that yet, but could be worth a look) as for nifskope: i'm rather new to modding and couldn't say i really understand the principles in nifscope yet, the biggest things i could do with it so far was removing the fire from a gomorrah-signsframe (and man was i proud of that :-)=)), which was more of a trial-and-error-success than knowing what i'm doing, and changing a vault-window's opacity (that still doesn't the least come out like i wanted), but things like reassigning markers for now make me dizzy by reading about it alone...(plus, actually, i originally intended to make a small house-mod (see "vegas baby") with some tiny kill-somebody-get-house-questie, but what should have been the "questie", up to now escalated to a full storyline quest, three additional locations, everyone of them about ten times bigger than the original one and with tons of scripting behind every bloody corner, seven unique actors (so far) with lots of dialogue and so on, and every ten steps i go in any direction, it's back to school and learn something new (the NEVER said THAT in the vault-74a-tutorial :-)=), so to keep this from escalating any further, right now i don't want to dig any deeper than i did already (unless i really need to to get things done like i want them of course), so i can finally get this finished. and for my next mods (loads of plans) i'll have to go deeper into nifskope anyway... Link to comment Share on other sites More sharing options...
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