doctorhr2 Posted November 11, 2016 Share Posted November 11, 2016 Does anyone have any insight as to how to enable and disable a glow map attached to a NIF through timed events or when activated by the player? I'm dipping my toe into the World of modding and scripting with specific goals in mind. I know how one goes about activating a light through scripting but I can't find a tutorial concerning doing the same thing with glow maps. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 11, 2016 Share Posted November 11, 2016 SKSE adds functions to the TextureSet script. With those functions you might be able to replace the glow map with a non-glowing version and vice versa as needed. Unfortunately, the specific pages that describe how the functions work have not been created. If there is any other way to perform what you want, I do not know of it. Link to comment Share on other sites More sharing options...
doctorhr2 Posted November 11, 2016 Author Share Posted November 11, 2016 SKSE adds functions to the TextureSet script. With those functions you might be able to replace the glow map with a non-glowing version and vice versa as needed. Unfortunately, the specific pages that describe how the functions work have not been created. If there is any other way to perform what you want, I do not know of it.Thanks for the response. I'm actually looking to do this in to work in both Skyrim and SE, so SKSE is out of the question at the moment. The only way I can think to do it at the moment is to switch between models (one glow, one not). I've had a look at models I *think* use the technique I am looking for, but to luck.. Ore, doomstones... No mention in the scripts about swapping textures! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 11, 2016 Share Posted November 11, 2016 Ore veins have destruction data added. They have one mesh assigned for with ore and another mesh assigned for without ore. It is part of the Activator record. No scripting and no texture swap. If your object is an activator, you can probably do the same thing. Link to comment Share on other sites More sharing options...
doctorhr2 Posted November 11, 2016 Author Share Posted November 11, 2016 I am stumped so far. I have looked at the Atronach Stone in both CK and Nifskope. In Nifskope I can see that that it has a glow map attached to it but I can't see anything in the script in CK that enables this glow map to come on when the stone is activated... Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 12, 2016 Share Posted November 12, 2016 The doomstones use PlayAnimation. Not exactly sure how it works. But it is the only thing on the script that runs at the point where the star sign and other graphics appear. Link to comment Share on other sites More sharing options...
doctorhr2 Posted November 12, 2016 Author Share Posted November 12, 2016 The doomstones use PlayAnimation. Not exactly sure how it works. But it is the only thing on the script that runs at the point where the star sign and other graphics appear.That would explain it. So the script calls on the animation attached to the doomstone.nif and that does the work. I had maybe made a faulty assumption that the game does change textures when perhaps it doesn't. So if I wanted a player home or something where the lights are on in the windows at night and off in the daytime, I would perhaps need two models (one 'On' and one 'Off') in a formlist with a script to switch between the two at set times? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 12, 2016 Share Posted November 12, 2016 If you have a lot of windows, link them all to a single xMarker. One set (with day light) set to opposite of enable parent and the other set (with night light) set with enable parent. Then you just need one script that will Disable/Enable the xMarker as needed. No need for a formlist. Link to comment Share on other sites More sharing options...
doctorhr2 Posted November 12, 2016 Author Share Posted November 12, 2016 If you have a lot of windows, link them all to a single xMarker. One set (with day light) set to opposite of enable parent and the other set (with night light) set with enable parent. Then you just need one script that will Disable/Enable the xMarker as needed. No need for a formlist.Okay, that makes sense. The only reason I was thinking of a formlist is because the house isn't going to be in a fixed location. Link to comment Share on other sites More sharing options...
Recommended Posts