ChromeWarriorXIII Posted February 28, 2012 Share Posted February 28, 2012 So as a small dabble in the CK I wanted to try to make it so that rare plants (Deathbell, Imp Stool, Jazbay Grapes, and Nightshade) glowed and had the sound effect of Nirnroots. However, I can't figure out how Nirnroots work. When you look at Deathbell in the CK, you have an ingredient type, which is (assuming) irrelevant to what I want. But you also have a "Tree" type. However, when you look at the tree type, there's not really any space for adding scripts. Now, when you look at Nirnroot, it has the ingredient type, but doesn't have a tree type. It's just a bunch of activators. So does this mean that I would have to essentially recreate these activators to apply to the 4 plants I wanted to, and replace every "tree" of these in the worldspace with these activators? If so, then that's definitely a lot harder than I thought it was going to be. Link to comment Share on other sites More sharing options...
kieranh7 Posted February 29, 2012 Share Posted February 29, 2012 You could try manually adding some sort of custom glow map to the plants, but regarding the sound, I would think you need to place the sound activators regardless, to get them set off in the appropriate grids. Link to comment Share on other sites More sharing options...
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