steamtacular Posted February 17, 2020 Share Posted February 17, 2020 So I am currently building a house mod and want to use the fireplace secret door from the dawnguard DLC.More specifically "CasSmHallFirePlaceEx01" The idea is that you pull a switch and the fireplace opens. Seems simple enough.However I can't seem to get it to to close, at least not reliably.I can open it, then the switch doesn't do anything.But if I leave the cell then return the switch can close it. Then it won't open. I'm guessing the fireplace isn't able to tell when its finished its animation? Link to comment Share on other sites More sharing options...
maxarturo Posted February 18, 2020 Share Posted February 18, 2020 The "CasSmHallFirePlaceEx01" has a ONE WAY animation ONLY, you can not open and close it at the same time.Either you open it or you close it. Link to comment Share on other sites More sharing options...
steamtacular Posted February 18, 2020 Author Share Posted February 18, 2020 I see. So is there any way to get around this?Can I have it start open maybe so it can be closed? That way I could have two there, one open and one shut. You open the shut one and when the animation finishes it disables it and enables the already opened one which can then be shut?Thinking on it that sounds needlessly complicated Link to comment Share on other sites More sharing options...
maxarturo Posted February 19, 2020 Share Posted February 19, 2020 "I see. So is there any way to get around this?" Yes, if you are willing to construct a brand new fireplace or edit the nifs 'NiTransformData' Translation > Keys one by one, which is a nightmare, it's a million times preferable to build a brand new mod from scratch than to do that. If you open the nif in NifSkope you will see that 'BSBehaviorGraphData' has only one animation, and it does not provide an option like other nifs to play any other of the nifs animations, like 'Start Open'. One workaround for this, if you insist on using that fireplace for whatever reason, would be to: - Edit the nif in NifSkope and - Delete the animated walls and all of the data that comes with them, just keep the no animated parts of the nif and import them to CK/your mod as a "New Static" object. - Now find an 'Activator' that has 3 things: a) An open/close animation. b) An option in its parameters to start open. c) A shape that it can fit as a replacement for the missing animated parts of the fireplace, size does not matter so much as much as the shape of it. - Now extract it and edit it in NifSkope so that it uses the same textures and lighting set up as the fireplace, import them to CK/your mod as a "New Activator". Create the script for them or use the vanilla script that the original nif had. - Place the "New Activators" in the missing parts of the fireplace as the animated wall replacers and you are done. Now you have a fully functional secret door fireplace. Link to comment Share on other sites More sharing options...
steamtacular Posted February 19, 2020 Author Share Posted February 19, 2020 That is definitely more effort than its worth oh well Link to comment Share on other sites More sharing options...
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