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Static collections and lighting


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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

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Ok, I found this:

 

 

"03 May 2017, 2:16AM

Did 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.
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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 by deadbeeftffn
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