hellgeist Posted January 5, 2013 Share Posted January 5, 2013 Ok - I'm trying to add a glow effect on a custom race, but despite my attempts to remain solid in the midst of this glow, I cannot figure out how to set it's alpha to 1 in the CK. When I use the console command: player.setactoralpha 1 it makes me opaque, and everthing looks perfect. However, I have to type this every time I playe, and I'd like to have the Shader just work that way. I'm using Nightmare visuals, which uses the NightmareFXShader. The MagicEffect for this is AbNightmare - it already has a magicSetActorAlpha script, so I figured I would just change it from .02 to 1 and that would render me solid just like the console command did. It should, right? Well, it doesn't. I went to the effect shader itself and in the Fill/Texture Effect area I set Full Alpha Ratio and Persistent Alpha Ratio to 1. That also does nothing. Am I missing something obvious about these effects, or is Nightmare visuals just bugged? Any help or suggestions on this would be greatly appreciated. Link to comment Share on other sites More sharing options...
MShoap13 Posted January 6, 2013 Share Posted January 6, 2013 Maybe there's a flag you can set on one of the records? Link to comment Share on other sites More sharing options...
steve40 Posted January 6, 2013 Share Posted January 6, 2013 (edited) The alpha is not resetting because the "magicSetActorAlphaScript" script has a "DontFadeBack" property that blocks resetting alpha if it is true. You need to set that property to FALSE. Event OnEffectFinish(Actor Target, Actor Caster) if DontFadeBack == False If AlphaValue != 1.0 ;Do we have any data? Target.SetAlpha (1.0, FadeToAlpha) EndIf endif EndEvent Edit: I just tried doing "player.addspell bf741" and "player.removespell bf741" from the console, and had no issue with the alpha. Edited January 6, 2013 by steve40 Link to comment Share on other sites More sharing options...
hellgeist Posted January 6, 2013 Author Share Posted January 6, 2013 The alpha is not resetting because the "magicSetActorAlphaScript" script has a "DontFadeBack" property that blocks resetting alpha if it is true. You need to set that property to FALSE. Thanks Steve40 - I didn't have it set to FALSE, but after doing so, it still showed me as transparent. I gave up and just started a new game resigned to the fact that I'd have to just use the console command. To my surprise, I was opaque in the new game - I think my savegame was not updating the changes to the FX shader - that might explain why more dramatic edits to various parts of it weren't showing any difference either :) Glad to know the right way to toggle this now - thanks again for the help. Link to comment Share on other sites More sharing options...
Recommended Posts