09907654 Posted November 15, 2019 Author Share Posted November 15, 2019 And by doesn't work, I mean it doesn't even write in. I don't know what to do now. Link to comment Share on other sites More sharing options...
09907654 Posted November 15, 2019 Author Share Posted November 15, 2019 Right. I've gotten past that. But now there is not the explosion I created at the impact thigy, only items. Link to comment Share on other sites More sharing options...
Mktavish Posted November 15, 2019 Share Posted November 15, 2019 Ahh sorry .... to get that .nif selectable using the geck.You probably need to unpack it from the archive. Drop it in the loose folders.Then you can select it as the mesh on the secondary explosion. Which the explosion , is the placed object ... not the mesh it holds. Does that help , or am I not understanding whats happening ? Link to comment Share on other sites More sharing options...
09907654 Posted November 16, 2019 Author Share Posted November 16, 2019 I've gotten around that .nif thingy by editing an explosion not used by any script or anything. Now, I can't select the explosion as the impact object stuff, it doesn't show up. Link to comment Share on other sites More sharing options...
KiCHo666 Posted November 16, 2019 Share Posted November 16, 2019 (edited) Open the explosion .nif you want to edit in Nifskope, click on the FadeNode, on the bottom window you'll see "Scale" value. Set it to 0.5 or whatever value you want. That will reduce the size of explosion visually. Make sure you save it under some different name so you don't change vanilla explosions (Unless that's what you want). It must be saved in "Meshes" folder. Open the Explosion form in GECK and under Art file, navigate to the explosion nif you've made. That should do the trick. Edited November 16, 2019 by KiCHo666 Link to comment Share on other sites More sharing options...
09907654 Posted November 17, 2019 Author Share Posted November 17, 2019 Right. I'll try that one out now. Link to comment Share on other sites More sharing options...
Mktavish Posted November 18, 2019 Share Posted November 18, 2019 Sorry I should have known it wasn't that easy. Now that I recall it better. Getting an explosion triggered from an explosion. Is done with a projectile as the intermediary.Or a placed object , that will use "PlaceAtme Myexplosion" in a script. Which is good stuff to know for modding. But with as easy as it sounds to rescale the explosion.That route sounds a lot better ... And learning to use the 3D tools , will get you more mileage in modding I'm sure. Just to mention about editing vanilla stuff. Like KiCHo666 said.Unless you want to be adjusting the vanilla stuff for results through out the game.You're better off to make your own unique objects.And the easy way to do that , is open up the object you want your new one to be closest to , or exactly like it. Then just rename the ID ... close it , then select make new object ID.Then open your new one up , and edit that. Sorry to send you off down a rabbit hole that didn't pan out. Link to comment Share on other sites More sharing options...
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