DocClox Posted April 17, 2021 Share Posted April 17, 2021 I want to be able to generate sparks from one node on a nif, and I want to be able to turn it on and off. I've read a bit about effect node numbers, and I think I can probably set up the node, but I'm not clear on how to turn it on and off. Or is the best approach to attach a sparker to a node and enable/disable it depending on need? If anyone can point me in the right direction, that would be fantastic. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted April 17, 2021 Share Posted April 17, 2021 What kind of object are you attaching the sparks to? Link to comment Share on other sites More sharing options...
DocClox Posted April 17, 2021 Author Share Posted April 17, 2021 (edited) A static, although it doesn't have to be. It's supposed to be a movable laser head. [edit] OK. Got basic sparks working. I found the Addon Node Resource Cell mod, and copied the mode in question to my nif. That still didn't work, so I copied across the flags and now it shows up just fine. Still leaves the question of turning it off and on, however. I suppose I can change the type of my laser head to something that will take a script, although I'm still not sure where to go from there. Or I can create an nif with just the effect, attach that to the laser head, and then enable and disable it at need. Sounds like a plan, anyway. [edit] Yeah, that worked. Put the spark node in its own nif, attached it to the laser head, and then enable it whenever I want sparks. Edited April 17, 2021 by DocClox Link to comment Share on other sites More sharing options...
niston Posted April 17, 2021 Share Posted April 17, 2021 If you want to use a single object, you can employ NiControllerSequences in the NIF.These allow you to set up simple Gamebryo animations, changing visibility of parts, even moving them around etc. Link to comment Share on other sites More sharing options...
DocClox Posted April 19, 2021 Author Share Posted April 19, 2021 (edited) NIControllerSequences scare me :smile: I used them successfully in a recent Skyrim project, but they're still a bit new for me and therefore intimidating. I suppose I really should make the effort and use them a bit more to get it all locked in a bit tighter. Edited April 19, 2021 by DocClox Link to comment Share on other sites More sharing options...
SKKmods Posted April 19, 2021 Share Posted April 19, 2021 I have been avoiding AddonNodes as it seems the index numbers need to be unique in a game, so creating new custom forms for lights that are not supported in the base game could cause collisions. Anyone know what happens (instant or over time) when two mods in a save game both use the same AddOnNode index for a new form ? Adding REF_ATTACH_NODE and scripting PlaceAtNode has runtime overhead which I'd like to avoid, but not at the potential cost of yet more static conflicts. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted April 20, 2021 Share Posted April 20, 2021 The amount of authors that use addon nodes and the amount of addon node numbers that are available to use, make it almost moot. Link to comment Share on other sites More sharing options...
SKKmods Posted April 20, 2021 Share Posted April 20, 2021 We clearly have different appetites for risk and quality. And then a radio station I published at 888.8 conflicted with another. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted April 21, 2021 Share Posted April 21, 2021 NIControllerSequences scare me :smile: I used them successfully in a recent Skyrim project, but they're still a bit new for me and therefore intimidating. I suppose I really should make the effort and use them a bit more to get it all locked in a bit tighter.Find a relatively simple vanilla nif that has some basic on/off functions in game, and dissect it in Nifskope. It won't take long to get a feel for what makes them tick. I started with the NeonSign-AnimatedOpen.nif from the Wasteland Workshop DLC. It uses NiVisControllers and NiBoolInterpolators to toggle visibility, which I've come to find is one of the simplest functions you can build into a nif. The WorkshopIndCatLight.nif, found under Meshes/SetDressing/LightFixtures is another relatively simple, base game nif I would recommend exploring. Link to comment Share on other sites More sharing options...
DocClox Posted April 21, 2021 Author Share Posted April 21, 2021 Good advice. I started off with nif animations following the FPI tutorials, and they were great until I got to multiple controllers and then I ended up hopelessly confused. Maybe I should try going at this from the ground up like I usually do. Link to comment Share on other sites More sharing options...
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