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How To Turn Lights On From Papyrus


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  On 4/14/2021 at 5:09 PM, niston said:

A linked ref is not required to play gamebryo anims.

Perhaps edit the nif in nifskope and rip out the havok behavior graph under extra data.

 

I was thinking "power state". If it can't get at the workshop, it can't determine if it's powered or not, and that might change the graph.

 

I'll have a look at removing the havok data. That could simplify things a lot.

 

  On 4/14/2021 at 3:21 PM, dylbill said:

 

If it's a powered light, you can do this:

Ref.PlayAnimation("Powered")
Ref.Activate(Game.GetPlayer()) ;player activates light, turning it on.
I do something similar in my Solar Street Lights mod.

 

Nope, no joy there, either :sad: Going to try linking to the workshop, and then niston's suggestion about deleting havok data.

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I have just today been working with LightOilLampOnOffSwitch and nailed together a script-ette that may contain some pointers:

 

 

 

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The nif has 3 states and provides its own weak internal illumination, this adds a stronger source.

 

Note the p-AttachLight connect point shown in Preview Window is not findable/attachable so I had to add my own.

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Else
  ;Swear lots
EndIf

Hehehe. That sounds familiar :D

 

Seriously, thanks for that. That looks interesting. I know the light I'm trying to use has a TurningOn animation, but I'd been hoping I didn't need to do the two in order. Maybe that was wishful thinking on my part.

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I actually had these all lit earlier. I set up a generator and pylon and nothing happened. So I set up a shack wall and ceiling and tried putting a placing light there with the workshop - and it still wouldn't light.

 

Then the game crashed, but when I reloaded the lights were all lit. I'm definitely missing something. Maybe I'll have more luck with a different light.

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