ChuckYufarley Posted August 8, 2020 Share Posted August 8, 2020 I've made an animated sign that will display scrolling text. Currently, the nif is configured to display 8 individual lines of text, each in 5 second intervals. It's simple enough to edit each line in the CK with a material swap, but I'd like to have players be able to do the material swap in game. I've been working on this for a few days, but my scripting skills are limited. Any help would be appreciated. Link to comment Share on other sites More sharing options...
DieFeM Posted August 8, 2020 Share Posted August 8, 2020 In my experience, the F4SE function works good, but I guess your sign is a workshop object but, like in my project which was meant to paint concrete walls, the material will reset (travel to another location and go back, or load a saved game).So I would recommend you to "Add Destruction Data" to the base object that let you set a different model and material depending on the damage percentage, then you can use an script to set the needed damage to display a given material. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 8, 2020 Share Posted August 8, 2020 Ah that gives me tons of ideas Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted August 8, 2020 Share Posted August 8, 2020 In my experience, the F4SE function works good, but I guess your sign is a workshop object but, like in my project which was meant to paint concrete walls, the material will reset (travel to another location and go back, or load a saved game).So I would recommend you to "Add Destruction Data" to the base object that let you set a different model and material depending on the damage percentage, then you can use an script to set the needed damage to display a given material.So you would use the "destruction percentage" value to keep track of the current "stage" of the "improvised texture animation"?Very intersting....Does the "destruction value" get saved even if the player leaves the area / the cell resets / whatever .... ? Link to comment Share on other sites More sharing options...
Zorkaz Posted August 8, 2020 Share Posted August 8, 2020 Does depend on. You could make an explosion which places a new object in the same position, then check "placed object persists" Link to comment Share on other sites More sharing options...
ChuckYufarley Posted August 9, 2020 Author Share Posted August 9, 2020 It's unfortunate that the MatSwap function doesn't allow for persistent material changes. What's the purpose then? If OMODs allow for persistent changes to armor and weapons, why then can we not do the same for workshop objects? Anyway, thanks for your input. I'm glad I found out about the persistence problem before I wasted any more time with this. The destruction stages would probably work, but I'd have to make dozens of additional nif files to accomplish my goal and I don't want to bloat the mod with so much extra data. I think I have a new solution that would allow me to keep the mod size where it's at. Thanks again. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 9, 2020 Share Posted August 9, 2020 Btw as additional info: Destruction data doesn't work with Furniture objects Link to comment Share on other sites More sharing options...
DieFeM Posted August 9, 2020 Share Posted August 9, 2020 The destruction stages would probably work, but I'd have to make dozens of additional nif files to accomplish my goal and I don't want to bloat the mod with so much extra data. I don't see why you would need additional nif files, you can set a material swap when you select the model for the destruction stage. Maybe I'm missing something... Link to comment Share on other sites More sharing options...
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