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Make funiture invisible but useable


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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.

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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.

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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 by PJMail
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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.

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