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Can this be done without a script?


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Hi everyone,

 

I spend almost 3 days looking for answer on the web and didn't get a single clue!

 

I have no problem working with CK and Nifskope.

 

So here it is and it is very simple and have been done a few time already, i want to make simple mod that would put a custom lantern i made on the player belt.

 

The lantern would light up when the player equip it just like a torch.

 

All the other lantern mods have something that's not working or too complex and lead the game to ctd in certain specific circumstances.

 

My first idea is to duplicate the torch in weapons and replace by my lantern and adjust the fire FX then moving the lantern so it get close to the belt of player.

 

But i think the player hand will still have the torch holding pose?

 

Would probably need to make it available in shop.

 

I don't need step by step just general pointers.

 

So if anyone would be kind enough to get me started it would make me a happy bird!

Edited by dovapix
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As a carryable item, I can do. As a wearable item, I don't know. I've never felt confident enough to attempt it. That being said, I remember, in the oldrim days, experimenting with a question on the modder's forum, about changing the Dawnguard suncloak to an enchantment and putting it on armor, as a constant-on. I was able to make that work. I wonder if you could do the same with the lantern mesh, flag it as a piece of worn equipment, and then try the same process with the magelight spell as an enchantment on it. I'm not sure if that'll work, but it's the only idea I've got.

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As a carryable item, I can do. As a wearable item, I don't know. I've never felt confident enough to attempt it. That being said, I remember, in the oldrim days, experimenting with a question on the modder's forum, about changing the Dawnguard suncloak to an enchantment and putting it on armor, as a constant-on. I was able to make that work. I wonder if you could do the same with the lantern mesh, flag it as a piece of worn equipment, and then try the same process with the magelight spell as an enchantment on it. I'm not sure if that'll work, but it's the only idea I've got.

Hi thumb,

 

Thank for replying since it is becoming a rarity these days, i did some test earlier this morning and as i suspected the hand of the player was having the holding torch pose so this solution is not working since i don't think we can remove a player pose from a certain item.

 

I will have to dig deeper and see how the armor slots work. I am not against scripts but i want all my mods to reflect simplicity if possible.

 

I will also explore your idea.

Edited by dovapix
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I don't think I can really help you. I just want to clear up a misunderstanding.

 

You say "i don't think we can remove a player pose from a certain item". This is not correct. Poses (animations) are not connected to items in any way.

 

Animations are controlled by the behavior graphs. And the engine controls the graph with animation events and variables. In the case of torch equip the engine sends a "torchequip" event, and from then on torch animations are used. So "all" you have to do is avoid the equip of your custom "torch".

 

If you can't then you might try to send a "torchunequip" to the player. Although I can't predict if this is invalidating something you just have made.

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I don't think I can really help you. I just want to clear up a misunderstanding.

 

You say "i don't think we can remove a player pose from a certain item". This is not correct. Poses (animations) are not connected to items in any way.

 

Animations are controlled by the behavior graphs. And the engine controls the graph with animation events and variables. In the case of torch equip the engine sends a "torchequip" event, and from then on torch animations are used. So "all" you have to do is avoid the equip of your custom "torch".

 

If you can't then you might try to send a "torchunequip" to the player. Although I can't predict if this is invalidating something you just have made.

Hi Fore,

 

A big thank for the reply, and i have found a way to do it without resorting to a torch duplicate

now i can equip the new lantern on the back of the player via body slot and i understand how to add light to object via magic effect and i have flickering light FX that work hurrayyyyyyyy!

 

The only thing left to do will be giving choice of various light intensity like low,medium,high via spell book but i never did this before so i will have to Google it tomorrow.

 

I will not include a fuel gauge since it would imply a script and i want most of my mod without them for simplicity and reliability.

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Hi Dova. I'm glad you found a way to do it.

 

The guide I'm taking this from is from Oldrim, so I'm not sure if it will help you, but it looks like the 49 slot is in the pelvis area and unused in the vanilla game. I found it on one of the forums, but I can't remember who published it.

Edited by thumbincubation
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Hi Dova. I'm glad you found a way to do it.

 

The guide I'm taking this from is from Oldrim, so I'm not sure if it will help you, but it looks like the 49 slot is in the pelvis area and unused in the vanilla game. I found it on one of the forums, but I can't remember who published it.

Hi Thumb,

 

For the moment i put it in slot 55 so i hope this will not conflict with other mods but i can change it if i see problem later on.

 

Just got a new problem that occurred after a few more test the light flickering FX simply stop working and even re starting the game and re installing the mod did not fix it. So far i only had problem with the magic effect that include a light(candlelight) but if i use the torch it work flawlessly so maybe something is conflicting, at first i thought it could be the glass from the lantern since it's enclosing the light source but it's change nothing!

 

I will try to put a candle with associated light and see if i can get it to work or else i think there is no other mesh that have a light in it but i could be wrong.

 

Fore mention the possibility to avoid loading the arm holding torch pose but he probably was referring to do it via script and i want my mod to be without script.

 

I got another full day to do test so let's hope i will fix these issues.

Edited by dovapix
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On the light source form, where the time setting is, is it set to -1? IIRC, torches go dead after a certain time, but permanent torches (like from a sconce) are set to -1 so they burn forever.

 

I have only ever had luck with making a regular candle lantern carryable, and that was just a matter of adding the lantern mesh to the torch, then deleting the torch shapes out of it, shrinking the mesh, turning it sideways and adjusting the grip. Then I assigned the model to a torch in ck, and It brought its own light to the game. I know that's not the same as wearable, though, and doesn't solve the arm up, no spell or shield equipped, problem.

Edited by thumbincubation
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On the light source form, where the time setting is, is it set to -1? IIRC, torches go dead after a certain time, but permanent torches (like from a sconce) are set to -1 so they burn forever.

 

I have only ever had luck with making a regular candle lantern carryable, and that was just a matter of adding the lantern mesh to the torch, then deleting the torch shapes out of it, shrinking the mesh, turning it sideways and adjusting the grip. Then I assigned the model to a torch in ck, and It brought its own light to the game. I know that's not the same as wearable, though, and doesn't solve the arm up, no spell or shield equipped, problem.

Hi Thumb,

 

I don't remember the time setting in the light form but i will have a look later on tonight. Regarding the candle i was out of luck since it is not a light but only a glow effect. I don't think any other mesh except the torch have a light attach to it.

 

So i am almost back to square 1 after i tried to use an enchantment on a piece of armor to make it cast light still have no luck, i think maybe it has something to do with a certain node in the nif file.

 

What i thought was going to be simple turned out to be harder than i expected.

Edited by dovapix
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I'm sorry. I wish I had more expertise in this. I was just experimenting, managed to attach a lantern to the belt of a cuirass, but then in CK I could only choose the armor form or the light form. The only other thing I could think of would be to try to use nifskope to either merge a torch with a lantern, and then just remove the handle of the torch, leave the light aspect inside the lantern, or possibly to put the magelight mesh in there and then change the RGB to match what a torch or candle would be, and raise/lower the power from there.

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