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Showing results for tags 'node'.
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Dear modders of Skyrim, Currently I am working on a little project ofr myself to make clothes look wet when it rains. This is largly inspired by WetFunction Redux which does it for the body. At the moment I am still looking into changing the specular and the gloss of armors. I've got it working for the player skin, but it does not want to work for the armor. Function SetStrengthForLayerArmor(Actor target, Armor arm, bool isFemale, string node, int layer, float strength) int max = arm.GetNumArmorAddons() int i = 0 While i < max ArmorAddon addon = arm.GetNthArmorAddon(i) NiOverride.AddOverrideFloat(target, isFemale, arm, addon, node, layer, -1, strength, false) i+=1 EndWhile EndFunction So I want to use NiOverride to override the gloss and specular value of the armor addon. To this method I will provide the player as target, the Armor in the current armorslot, whether the player is female, a node, the number of the layer (2 and 3) and the strength. This method looks up all armoraddons and changes the value on that armor. The problem I have is that I have no idea what the enter as node. This is a string value and the NiOverride api provides: Function AddOverrideFloat(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, float value, bool persist) native global but I could not find documentation for what the string node should be. I already know that index has no effect if the key is not 9, but I hace no idea what node should be. My script worked for the body texture because it does not require a node. Concrete my questions are: What should I enter as node in the NiOverride function?Is this even the function to use for this case?Any other suggestions you may have.A link to NiOverride could be usefull and then I can look for it myself.Thank you in advance.
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- nioverride
- armoraddon
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Dear modders of Skyrim, Currently I am working on a little project ofr myself to make clothes look wet when it rains. This is largly inspired by WetFunction Redux which does it for the body. At the moment I am still looking into changing the specular and the gloss of armors. I've got it working for the player skin, but it does not want to work for the armor. Function SetStrengthForLayerArmor(Actor target, Armor arm, bool isFemale, string node, int layer, float strength) int max = arm.GetNumArmorAddons() int i = 0 While i < max ArmorAddon addon = arm.GetNthArmorAddon(i) NiOverride.AddOverrideFloat(target, isFemale, arm, addon, node, layer, -1, strength, false) i+=1 EndWhile EndFunction So I want to use NiOverride to override the gloss and specular value of the armor addon. To this method I will provide the player as target, the Armor in the current armorslot, whether the player is female, a node, the number of the layer (2 and 3) and the strength. This method looks up all armoraddons and changes the value on that armor. The problem I have is that I have no idea what the enter as node. This is a string value and the NiOverride api provides: Function AddOverrideFloat(ObjectReference ref, bool isFemale, Armor arm, ArmorAddon addon, string node, int key, int index, float value, bool persist) native global but I could not find documentation for what the string node should be. I already know that index has no effect if the key is not 9, but I hace no idea what node should be. My script worked for the body texture because it does not require a node. Concrete my questions are: What should I enter as node in the NiOverride function?Is this even the function to use for this case?Any other suggestions you may have.A link to NiOverride could be usefull and then I can look for it myself.Thank you in advance.
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- nioverride
- armoraddon
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I'm just posting this here so I can access the picture in "Messages", however if someone knows how to scale the HEAD node properly, feel free to respond.
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Has/can anyone made a video tutorial on how to do this? I've read some tutorials on NifSkope and nodes, but I don't see how to make nodes for an object that doesn't have them yet (like PictureFrameRect01prewar.nif). I have made a custom painting with it's own location and icon in the workshop. However, I don't see how to make it snap to the wall. I'm also trying to get a lamp to snap to a table. It's a vanilla lamp, so I don't see why it doesn't already do this. Anyways, I am a total newbie when it comes to adding nodes in NifSkope. Any help would be greatly appreciated!
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- snap points
- nifskope
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Sorry, Google comes up with nothing for this so if it is painfully obvious, thank you for answering anyway. I'm trying to move the projectile node on hunting rifle models to be lower. In NifSkope I don't see any projectile nodes in any of the hunting rifle meshes, where can I find it? Or do I have to edit it in FO4Edit? Thanks!
- 3 replies
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- nifskope
- projectile
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I have made a custom painting with it's own location and icon in the workshop. However, I don't see how to make it snap to the wall. I am a total newbie when it comes to adding nodes in NifSkope. Any help would be greatly appreciated!
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- painting
- standalone
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I'm trying to make a custom the Ranger Sequoia, but I'm running into problems with animations, as usual. What I did first was I imported the vanilla Ranger Sequoia to Blender, shortened the barrel, and moved the frame/barrel down a bit, leaving the handle, trigger, cylinder, hammer, and bullets in their natural positions. I highlighted everything and exported it. I then loaded my custom Sequoia and the vanilla Ranger Sequoia in two Nifskopes, copying the custom Sequoia's nitristrips and pasting them over the vanliia Ranger Sequoia's nitristrips. I changed the "translation" values of the projectile and sighting nodes to line up with the new frame/barrel position. Now the only things out of place were the hammer, cylinder, and bullets, which were clipping through the top of the frame, since they remained in their natural positions. So I changed the "translation" values of the cylinder and hammer nodes to line up with the new frame position, and it all lined up and looked great. I updated all tangent spaces, and saved my custom Sequoia. I used GECK to put it in the game, and it functions perfectly, except for one issue: Whenever I equip it, it looks perfect, but as soon as I fire one shot, the hammer and cylinder return to their natural positions, clipping through the top of the frame. They stay this way until I unequip and re-equip the gun, then go back to clipping through the top of the frame after I fire it again. I'm assuming that I only changed the position of the hammer and cylinder nodes in their resting state, and that they move back to their natural positions when the hammer moves and cylinder rotates during the firing animation. Everything I did here was actually a semi-solution to a previous problem I had, when I lined everything up in Blender before exporting it, then copied all the nitristrips with nifskope, and again the gun would look great in-game, but whenever I'd fire it, the cylinder would briefly jump to the right on every shot, and wouldn't swing all the way out during reloads. I apologize if this is a stupid question. If there's an FAQ that covers this, please post the link and I'll delete this topic.
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So if I use player.setscale .3 my character becomes tiny and in first person everything looks huge. What I want is to shrink player mesh to .3 so that the character is tiny at scale 1.0 and have the camera scale appropriately, but I can't figure out how to scale the camera. I tried the obvious thing of scaling the camera bone on the first person skeleton but no dice. SetNodeScale on the camera bone might work, but I can't check right now and would like to avoid unnecessary scripting if possible. Has anybody done this before?
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I've been attempting to discern the exact problem with the right arm nodes present in most female body meshes (in fact, the ADEC body is the only body I've seen that doesn't have this problem!). For example, changing the bicep options in expired6978's RaceMenu results in the upper right arm increasing in size without being tethered to the elbow (effectively lengthening it), creating an awful tube-like effect. ADEC doesn't suffer this - the upper arm scales properly. Looking at a few other bodies in NifSkope, I'd guess the problem is in the Upperarm Twist2 node, since scaling this node produces the above effect, while scaling the other arm nodes does not. I'm no expert in using NifSkope, however, so I cannot see exactly what the problem is! Ultimately, the question is this: Is there a way to fix the problem, and can a noob like me do it? I'd greatly appreciate any advice anyone can offer - just remember to dumb it down! :smile:
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[LE] Sleep and sit node on same object?
Darklocq posted a topic in Skyrim's Creation Kit and Modders
If I have a bench/couch, can I put a sleep node on it as well as sitting nodes, so a follower can nap on it, or might that cause one follower to nap and another to sit "through" that follower in a freaky clipping mess? Inquiring nerds want to know! Maybe there's a scripty way to turn off the sitting nodes when the sleep node is active and vice versa. F if I know at this point. I don't much care if I can use the object predictably myself. Basically, I have a house mod with too few beds, but a pool area with a lot of benches that I would like to see get used for sleeping, late-night. For all I know, everyone will just use whatever node was added later, or something like that. Hmph.- 2 replies
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- nodes
- sitting node
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I decided to make the Magicka Sabers from Lord Haun into Bound Weapons. There's one little issue tough: http://i.snag.gy/iDDgA.jpg The light beam animation isn't triggering, as you can see here. I have one of two options that I know of. Either I make the beam always on, or I find a way to circumvent the need to actually unsheath the weapon to trigger the animation. Also, if anyone could point me which node has the information for the beam effect on the weapon, I'd appreciate it :thumbsup:
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Hey there! I am having an issue when loading a NIF: the model shows up fine, as well as the textures, and I can edit the model and do everything just fine, but the white UV outlines on the model do not show up when I select the mesh (see album below). Also, when I select a node on the model, the dot and the line connected to it don't show up. Notes: - It happens with every model, both ones originally extracted from the game files, and edited ones. - When I click on the model to select the mesh, it doesn't show up either. - It makes no difference whether there's a texture on the model or not. Here's an imgur album with screenshots of the issue: https://imgur.com/gallery/FOmp4/ I also added screenshots of the settings menu, maybe you can spot something that looks off. I'd appreciate if someone can share insight into the inner mysteries of the program or just tell me I'm a retard.
