Duderonomous Posted June 20, 2018 Share Posted June 20, 2018 Hello, I was wondering if there is a way to add an emitting light to a static collection. Specifically, I would like to add lights to a SCOL that is craft able, ie. a vendor stall. There are static emitting lights in the CK, however once you create the static collection, all animated or emitting objects cease to function properly. Like lit cigarettes, smoke or flames, lanterns etc. I was hoping there is a way to possibly fix this in either nifskope or somehow add a script to the craftable scol that somehow summons the required lights, animations, when the player crafts the object and places in the world. Any help would be greatly appreciated. Thank you,The Dude Link to comment Share on other sites More sharing options...
deadbeeftffn Posted June 20, 2018 Share Posted June 20, 2018 You may recrete a nif from your SCOL. Then load the nif into NifSkope and add a BSValueNode with the appropriate Value for an AddonNode Link to comment Share on other sites More sharing options...
Duderonomous Posted June 20, 2018 Author Share Posted June 20, 2018 Nifskope noob here. How exactly would I do that? Link to comment Share on other sites More sharing options...
Duderonomous Posted June 21, 2018 Author Share Posted June 21, 2018 Following the tutorial on here:https://www.nexusmods.com/fallout4/articles/127/ See if it works. Link to comment Share on other sites More sharing options...
Duderonomous Posted June 21, 2018 Author Share Posted June 21, 2018 Ok, I found this: "03 May 2017, 2:16AMDid you ever find a solution to this? I seem to be running into the same issue. I cannot seem to get any lights to work on my model despite hooking it up correctly in nifskope and the creation kit.EDIT:I found out the issue. So in nifskope if you create from scratch (like I did) a new NiNode for the AddOnNode you need to remove one of the flags it added by default. I believe by default it is set to 15 but I noticed other AddOnHelper nodes for other mods I referenced it was set to 14. (^^ I get this part ^^) (I don't get this next part)Basically you just need to turn off the Bit 0: Hidden (1) Flag (its the very top one). The other flags I kept on were 1, 2, and 3. I don't know if it helped but my BSXFlag for my entire nif I also set the Addon Flag (#4). Once I turned off the hidden value all worked fine in the game, makes sense since it was flagged as hidden it was hiding my lighting effects. Its always the simple stuff that takes me forever to figure out lol" Changing the value to 14 didn't help at all. I'm not sure what N7R means in the 2nd part of the post about turning off the Bit 0 and stuff. Link to comment Share on other sites More sharing options...
deadbeeftffn Posted June 21, 2018 Share Posted June 21, 2018 (edited) There are flags in a BSXFlags-node and there are flags in a BSValueNode. This are two different sets of flags. So, don't confuse them. Check the flags in the node labeled "BSXFlags" of your base-nif (In most cases this is ID 1 or 2). The flag "Bit 4: Addon (16)" must be checked. (+ 2: Havok, +3: Complex, and maybe +7: Articulated) Furthermore: Create a BSValueNode for the AddOn (not a NiNode!) and yes, Bit 0 of the flags must be cleared. (A value of 14 would be ok) Edited June 21, 2018 by deadbeeftffn Link to comment Share on other sites More sharing options...
Duderonomous Posted June 22, 2018 Author Share Posted June 22, 2018 Didnât get a chance to mess with it yesterday. Iâll give it a shot later today and see what happens. Quick question, though. Will the lights/effects show up in the CK if done correctly? Link to comment Share on other sites More sharing options...
Duderonomous Posted June 23, 2018 Author Share Posted June 23, 2018 Still not working. Not sure what's going on. Link to comment Share on other sites More sharing options...
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