Rodolfo165 Posted May 30, 2016 Share Posted May 30, 2016 I basically would like to know how to make a dynamic texture (?) pretty much what i want to do is to be able to make some kind of a timer, where the number automatically changes based on a integer property on a script. something simillar to the gun mods that have an ammo counter attached to it, something similar but for static objects. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 30, 2016 Share Posted May 30, 2016 http://www.nexusmods.com/newvegas/mods/56203/? You might have to experiment with it a bit, since the engine has changed a bit since New Vegas, but it should be very similar. Link to comment Share on other sites More sharing options...
Rodolfo165 Posted May 31, 2016 Author Share Posted May 31, 2016 Awesome! thats most probably what i need, will look into it, thanks so much! Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 31, 2016 Share Posted May 31, 2016 You cannot control it other than inside the nif, so no controlling it via scripts unfortuantly Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 31, 2016 Share Posted May 31, 2016 Correction if you made it a nitransform controller and gave it specific gamebryo animation names you could do it my bad, ton of work though but possible Link to comment Share on other sites More sharing options...
prinyo Posted May 31, 2016 Share Posted May 31, 2016 Is it possible to swap bgsm files via script? Link to comment Share on other sites More sharing options...
DDProductions83 Posted May 31, 2016 Share Posted May 31, 2016 no Link to comment Share on other sites More sharing options...
JuJooGuppy Posted June 1, 2016 Share Posted June 1, 2016 I know nothing (Call me Jon Snow, or a bastard, either works) about scripting, but what about the idea of using the script to switch between material swaps, since they are controlled in the .esp? Or is that completely out of the question?There is as mentioned the in- NIF option, something similar to the little number box thing that the workshop DLC added, that you click on to change the number. Because I am wanting to know more about scripting, i am guessing you (DDP) mean that if you set up the transforms in the nif with specific names, you could then use a script to reference / point to those? Is that accurate or am I Jon Snowing even more? Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 1, 2016 Share Posted June 1, 2016 I know nothing (Call me Jon Snow, or a bastard, either works) about scripting, but what about the idea of using the script to switch between material swaps, since they are controlled in the .esp? Or is that completely out of the question? There is as mentioned the in- NIF option, something similar to the little number box thing that the workshop DLC added, that you click on to change the number. Because I am wanting to know more about scripting, i am guessing you (DDP) mean that if you set up the transforms in the nif with specific names, you could then use a script to reference / point to those? Is that accurate or am I Jon Snowing even more?More, you have to have a BIG texture IE one dds with diff textures then animate it so it swaps to a different part of the DDS on a gamebryo animation call. You cannot swap textures or materials with scripting (So far) FOSE might have that function but IIRC it did in skyrim and when executed could lead to some weird s#*! Link to comment Share on other sites More sharing options...
Rodolfo165 Posted June 23, 2016 Author Share Posted June 23, 2016 I know nothing (Call me Jon Snow, or a bastard, either works) about scripting, but what about the idea of using the script to switch between material swaps, since they are controlled in the .esp? Or is that completely out of the question? There is as mentioned the in- NIF option, something similar to the little number box thing that the workshop DLC added, that you click on to change the number. Because I am wanting to know more about scripting, i am guessing you (DDP) mean that if you set up the transforms in the nif with specific names, you could then use a script to reference / point to those? Is that accurate or am I Jon Snowing even more?More, you have to have a BIG texture IE one dds with diff textures then animate it so it swaps to a different part of the DDS on a gamebryo animation call. You cannot swap textures or materials with scripting (So far) FOSE might have that function but IIRC it did in skyrim and when executed could lead to some weird s*** Didnt realized that the master of masters commented on my question ! :p by the way, maybe you can shed some light unto me, basically i want a health counter for an object, i got the texture with the HP number and a green bar, i basically want the number to decrease along with the green bar once it has recieved damage, since atm the only way i can think of having a visual clue about how much health an object has is that one, any ideas? Link to comment Share on other sites More sharing options...
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