thousande Posted February 10, 2019 Share Posted February 10, 2019 HiI have a dynamite stick and want to add sparks around the projectile nif's fuse mesh. I guess I could add the sparks directly on the nif and problem solved, but I just learned about addon nodes and found it interesting. While I have figured it is a BSValueNode with a value corresponding to an AddonNode's index value etc. I have yet to figure what controls the showing and hiding of the node.I have looked for scripts etc., but right now I have a feeling it has something to do with Keyword(s).Anyone who has some pointers to get a better understanding about how this is tied together?Thank you in advance,T Link to comment Share on other sites More sharing options...
Ethreon Posted February 10, 2019 Share Posted February 10, 2019 Animations within the mesh. Afraid I can't tell you much more as I don't really understand how they do animation with these nodes. You could also just have an animation using a particle spray which would probably be fairly difficult in nifskope, but be more precise. Link to comment Share on other sites More sharing options...
thousande Posted February 11, 2019 Author Share Posted February 11, 2019 Not sure if we are talking about the same thing. I was thinking about AddOnNode [1] where a node can be added to another node [2] in game / run time. Eg. Head lamps. When the light is on it is an fx light nif that is added to to the flash light mesh / nif node. My problem is I do not know how I control it / how to turn it on and off. Right now it seems like magic and suspect Keyword [1] https://www.creationkit.com/index.php?title=AddOnNode[2] https://www.nexusmods.com/fallout4/articles/127/ Link to comment Share on other sites More sharing options...
Larko84 Posted February 11, 2019 Share Posted February 11, 2019 (edited) What you can do is copy your projectile mesh into any of the effects nifs as they will have AddOnNodes already in place. Like the spline parks 02 nifI found in the meshes/effects folder would use the AddOnNodes (LightNodeWorkshopSplineSparks01/02/03) but you can experiment with different Nif's. These already have controllers usually set up to play the animation immediately once activated so that rules out any hardship of trying to set them up which can be highly confusing and frustrating to say the least and takes a lot of time or you can add AddOnNodes to your projectiles mesh. (see Link) Edited February 11, 2019 by Larko84 Link to comment Share on other sites More sharing options...
Glitchfinder Posted February 11, 2019 Share Posted February 11, 2019 Fun fact about AddonNodes: if they add a mesh, and that mesh has AddonNodes, those nodes will be added too. I once accidentally crashed my game with an infinite mesh spawning loop while experimenting with them. Link to comment Share on other sites More sharing options...
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