How do I add a visible component to an activator?

Post » Tue Jun 19, 2012 10:12 am

I've had a heck of a time changing the model attached to an object...or adding one to something that doesn't have one (like an activator created with right-click: New) could someone walk me through how to add, say, a wisp graphic to such an activator?
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Tue Jun 19, 2012 4:42 am

You have to unpack your meshes BSA file. Or you have to have the NIF file in the Meshes folder in order to add the mesh.

You cannot add meshes from the BSA archive file.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue Jun 19, 2012 12:15 am

You have to unpack your meshes BSA file. Or you have to have the NIF file in the Meshes folder in order to add the mesh.

You cannot add meshes from the BSA archive file.

So the only way to make a visible activator without blender or something is to use one that's already visible? Blech! most of them are levers and bridges and things, not floating motes of light...or is there a way to "unpack" the meshes with the CK?
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Mon Jun 18, 2012 8:06 pm

Google search for: bsa unpacker skyrim
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Tue Jun 19, 2012 12:58 am

Google search for: bsa unpacker skyrim

http://www.youtube.com/watch?v=kQFKtI6gn9Y
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Tue Jun 19, 2012 3:24 am

Being snide is not a good way to get repeat help in the future.
There are many BSA unpackers and you can pick the one you like.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Tue Jun 19, 2012 2:31 am

Well I found one...unfortunately, the Wisps are in a subfolder that's supposed to be called "effects"....and there is no Skyrim - Effects.bsa file. Guess no wisp activators for me...

Edit...AHA! Sneaky file structure, they don't show the whole path...it's under meshes/effects
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Mon Jun 18, 2012 7:57 pm

There is an 'effects' folder in both the 'meshes' and 'textures' folder.
In the BSA unpacker I use, you can expand each folder and view the contents of that folder to find the 'effects' folder within.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Mon Jun 18, 2012 8:43 pm

There is an 'effects' folder in both the 'meshes' and 'textures' folder.
In the BSA unpacker I use, you can expand each folder and view the contents of that folder to find the 'effects' folder within.

The one I wound up with just lists them all one after the other, though you can sort them by path...thus why I probably coulda used a link to a GOOD unpacker, whereas I just wound up with one near the top o the list that MalwareBytes didn't puke it's guts out at.

Hmn...giving the node a mesh adds gravity to it...I'll have to find a way to turn that off now...heh...though it should also add collision detection and make it bounce off things now instead of just going right through buildings, if I can get the gravity off and TranslateTo allows it to react to obstacles.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm


Return to V - Skyrim