cikada11 Posted August 11, 2019 Share Posted August 11, 2019 I am working on a mod and one of the last features is a nuke explosion. Now I thought to recreate the Megaton nuke from FO3 as the same explosion and all the data is in FNV GECK. Now the problem is it works fine when I am in the same cell or in sight but since I want the nuke to be in the distance say really far away out of draw distance it just won't display. I went into FO3 GECK to see how the vanilla script is run and it is pretty basic just as I thought. There is an xmarker on top of megaton where the explosion is placed through .placeatme when pressing the switch in tenpenny towers, that's it. Now that makes me wonder if it Works in FO3 where the scenario is the same (Really far distance) why doesn't it work here? I initially thought that I'd need to tweak something with LOD but that makes no sense since the explosion gets placed on the xmarker through a script. The explosion is meant to be placed far off since if you detonate it reasonably close you will barely see anything as it's so massive. Really need ideas how to solve this. I am assuming it's something to do with the draw distance but seeing as it works in FO3 there is no reason it shouldn't work here. Link to comment Share on other sites More sharing options...
Mktavish Posted August 11, 2019 Share Posted August 11, 2019 Sorry , I wish I could do some investigating in the geck my self on it.But I'm gona guess the answer will be in the ImageSpace modifier attatched to the explosion, or possibly a Placed Impact Object , that animates the mushroom cloud. It's possible the other assets from Fo3 are not present in NV ... or if they are , that the links need be set up within an .esp/.esm .Try looking at all the stuff related to the explosion with Fo3-edit ... then see if it matches in FNV-edit. Sorta makes sense the explosion itself can't be seen from a distance. Do you hear it though ? Link to comment Share on other sites More sharing options...
cikada11 Posted August 11, 2019 Author Share Posted August 11, 2019 (edited) Sorry , I wish I could do some investigating in the geck my self on it.But I'm gona guess the answer will be in the ImageSpace modifier attatched to the explosion, or possibly a Placed Impact Object , that animates the mushroom cloud. It's possible the other assets from Fo3 are not present in NV ... or if they are , that the links need be set up within an .esp/.esm .Try looking at all the stuff related to the explosion with Fo3-edit ... then see if it matches in FNV-edit. Sorta makes sense the explosion itself can't be seen from a distance. Do you hear it though ? Yeah you hear it. The thing is in FO3 you are able to see it from tenpenny towers when the explosion itself is all the way at megaton. I'll take a look at the image space modifiers and see if I find something. Edited August 11, 2019 by cikada11 Link to comment Share on other sites More sharing options...
cikada11 Posted August 11, 2019 Author Share Posted August 11, 2019 After digging deeper in the FO3 geck I found that near tenpenny towers there is a static mesh with the same nif file as the explosion called nukeprecaching that is enabled through a script before triggering the explosion. Can someone explain to me what precaching means and how do you go about it in the GECK? Link to comment Share on other sites More sharing options...
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