gob2 Posted October 21, 2019 Share Posted October 21, 2019 I'm trying to make a large fireball. I know how to enlarge collision in the projectile values, but how do you scale up the size of the nif? Haven't had much luck in Outfit studio. I have blender but haven't done this before. Thanks for help. Link to comment Share on other sites More sharing options...
DieFeM Posted October 21, 2019 Share Posted October 21, 2019 (edited) I use static collections to scale statics, because a static collection let you export a mesh. So you could try it by creating a static with the model of the projectile (because a static collection only accept statics), place it in the render window, scale it, right click on it and use make static collection then, in the object window, find the static collection of the projectile, right click on it, and use the option recreate static collection meshes. Edited October 21, 2019 by DieFeM Link to comment Share on other sites More sharing options...
gob2 Posted October 22, 2019 Author Share Posted October 22, 2019 I use static collections to scale statics, because a static collection let you export a mesh. So you could try it by creating a static with the model of the projectile (because a static collection only accept statics), place it in the render window, scale it, right click on it and use make static collection then, in the object window, find the static collection of the projectile, right click on it, and use the option recreate static collection meshes. Thank you. Works great on broadsider cannon balls and plasma balls. Won't work on flamer projectiles for some reason. How do you attach a "flame" effect to a nif? If I can do that, voila, giant flaming cannonballs! Link to comment Share on other sites More sharing options...
DieFeM Posted October 22, 2019 Share Posted October 22, 2019 Projectiles have no script holder, otherwise I would say play an effect shader on the projectile reference. On the other hand the junkjet has the ability to use almost any object as projectile, so you could try create a custom weapon based on the junkjet, so you could use a misc item as a cannon ball projectile, and therefore attach an script to it that applies a fire effect shader in the OnLoad event. https://www.creationkit.com/fallout4/index.php?title=EffectShader_Script Link to comment Share on other sites More sharing options...
Zorkaz Posted October 22, 2019 Share Posted October 22, 2019 In the .nif there must be some kind of node. Click on it and choose "Scale". That should probably do the trick Link to comment Share on other sites More sharing options...
gob2 Posted October 22, 2019 Author Share Posted October 22, 2019 Projectiles have no script holder, otherwise I would say play an effect shader on the projectile reference. On the other hand the junkjet has the ability to use almost any object as projectile, so you could try create a custom weapon based on the junkjet, so you could use a misc item as a cannon ball projectile, and therefore attach an script to it that applies a fire effect shader in the OnLoad event. https://www.creationkit.com/fallout4/index.php?title=EffectShader_ScriptThanks. I will try that. Flaming teddy bears. In the .nif there must be some kind of node. Click on it and choose "Scale". That should probably do the trickDerp. Thanks. Link to comment Share on other sites More sharing options...
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