SKKmods Posted March 6, 2021 Share Posted March 6, 2021 I need to make furniture invisible but still usable. Usecase: Actor is ill and needs to drop the the floor in place sleeping, but can be woken for speech interaction. Desired Solution: place an invisible sleepingbag at them and snapintointraction with a Linkedref sleep AI package. Issue: Everything works perfectly *except* the sleeping bag is visible. If disabled at start snapintointeraction does not work, or once in furniture the actor pops out of idle. Setunconcious or DisableAI and ragdoll is not a solutin as they can not be interacted to talk. The question: best way to Set Alpha to zero on furniture: effect shader, Nifskope hack ... something else ? The soluitons:(a) Set "Is Marker" on the base form, or(b) Add a BGSM custom material swap set Alpha 0 Blend Additive. Link to comment Share on other sites More sharing options...
Zorkaz Posted March 6, 2021 Share Posted March 6, 2021 I always use my invisible material file for that. I guess I changed alpha values for that Link to comment Share on other sites More sharing options...
SKKmods Posted March 6, 2021 Author Share Posted March 6, 2021 Is that a simple BGSM file with zero alpha or do you need to mess with the 3 dds textures and/or NiAlphaProperty on the NIF ? Link to comment Share on other sites More sharing options...
niston Posted March 6, 2021 Share Posted March 6, 2021 You could also try set "Is Marker" on the furniture. It might work. Link to comment Share on other sites More sharing options...
MissingMeshTV Posted March 6, 2021 Share Posted March 6, 2021 You could try turning your Furniture item into a marker with the Is Marker flag on the base object. Make a copy of the vanilla sleeping bag, and check the Is Marker box: https://i.imgur.com/qWTE2FD.jpg The furniture item will only show in the render window when markers are enabled, but will be invisible in game. All collision and interaction are maintained. I've used this many times to turn static items into workbenches and surgery/barber chairs by placing the furniture "marker" over the static. EDIT: Niston and I must have hit the post button at the same time. Link to comment Share on other sites More sharing options...
Zorkaz Posted March 6, 2021 Share Posted March 6, 2021 I've set Alpha to zero and Blend Mode to "Additive", with normal textures, that's it.It's very neat to have as you can do a lot of tricks by turning parts of objects invisible Link to comment Share on other sites More sharing options...
PJMail Posted March 6, 2021 Share Posted March 6, 2021 (edited) I use exactly that to make the minigun in the vertibird 'invisible' - just a matswap.Also to fix the annoying fact that the front guns have part of the body in them (which is in the main nif of the Vertibird anyway) so when you apply an 'outfit' the guns override that because they have the same part with their own texture mapping. Making them 'invisible' has no functional effect but solves the problem.And in my Lootable Vertibirds mod to put an 'invisible' activator (with a Vertibird nif) in the same place as the existing Wasteland wrecks. No Precombine issues but still works as an activator and has collision etc. What Zorkaz says works perfectly. Edited March 6, 2021 by PJMail Link to comment Share on other sites More sharing options...
SKKmods Posted March 9, 2021 Author Share Posted March 9, 2021 Thanks folks, either of these works; (a) Set "Is Marker" on the base form, or (b) Add a BGSM custom material swap set Alpha 0 Blend Additive. Except that trying to remove the custom material swap crashes CK every time so on balance (a) is more flexible e.g. enable textures to see the fekker in game for debug. Link to comment Share on other sites More sharing options...
niston Posted March 9, 2021 Share Posted March 9, 2021 I sometimes use the fallout ini setting to show markers in-game, for debugging purposes: [Display] bShowMarkers=1 It's how I found this: https://www.nexusmods.com/fallout4/images/199448Now, there's no mod in my load order that places xmarkers there through worldspace records. Makes me think the elevator in restored Concord Workhouse is haunted. Link to comment Share on other sites More sharing options...
Zorkaz Posted March 9, 2021 Share Posted March 9, 2021 Addendum: Another pro about an Invisible.bgsm is that you can use it inside .nifs too Link to comment Share on other sites More sharing options...
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