EnergyImpacDataSet

Post » Fri May 27, 2011 6:28 am

I'm wondering if anyone can tell me where the meshes are for the energyimpactdata sets?

I'm making a yellow version and I used a modified version of the effect found at Meshes>effects>impactenergyblue01.

I simply changed the texture and material colour in nifskope. But to my dismay this doesn't change anything when applied as a model, I still get a blue halo burst when the projectile hits a wall.

Any help greatly appreciated. Thanks in advance =]
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Michelle Smith
 
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Post » Thu May 26, 2011 11:25 pm

Welcome to the fun world of Addon Nodes. You'll notice within the nif there's value nodes named "AddonNodeXX", with the "Value" property set to whatever XX is. If you go to SpecialEffects->Addon Node, you can see the particle systems these numbers correspond to. The meshes for them are in \MPS.
Particle systems are a tad messy, but you can easily change the colour by editing their BSPSysSimpleColorModifier. If you want to change the texture, you have to alter both the NiTexturingProperty and the BSShaderNoLightingProperty.
NifSkope will throw up an objection when you save (about links not pointing at the right block type) but that's erroneous.

Unfortunately if you want to add more, you run the risk of picking the same number as someone else, so I suggest you don't make your new Addon Node index just "Highest existing index +1".
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Flesh Tunnel
 
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Post » Fri May 27, 2011 12:56 am

Welcome to the fun world of Addon Nodes. You'll notice within the nif there's value nodes named "AddonNodeXX", with the "Value" property set to whatever XX is. If you go to SpecialEffects->Addon Node, you can see the particle systems these numbers correspond to. The meshes for them are in \MPS.
Particle systems are a tad messy, but you can easily change the colour by editing their BSPSysSimpleColorModifier. If you want to change the texture, you have to alter both the NiTexturingProperty and the BSShaderNoLightingProperty.
NifSkope will throw up an objection when you save (about links not pointing at the right block type) but that's erroneous.

Unfortunately if you want to add more, you run the risk of picking the same number as someone else, so I suggest you don't make your new Addon Node index just "Highest existing index +1".



Fun indeed... Thanks for the help dude, i'll attempt to unravel this system :brokencomputer:
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Rach B
 
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Post » Fri May 27, 2011 11:36 am

Ah okay,slight problem, followed the above instructions and in theory everything should be working.

I replaced the "AddOnNode05" with "AddOnNode650" in nifskope, then made the index for "mpsyellowenergyimpact" 650, and linked it all up in the GECK.

But in game it still shows the old blue impact mesh rather than my shiny new yellow one =/

Anything I'm doing wrong?
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Miguel
 
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Post » Fri May 27, 2011 4:38 am

Did you change the "Value" field on the AddonNode650? The 'addonnodeXX' is just the name.
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Jennifer May
 
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Post » Fri May 27, 2011 5:57 am

Did you change the "Value" field on the AddonNode650? The 'addonnodeXX' is just the name.



Do you mean the index field in the geck? If so yes it definately reads 650 =/

Or is there a value field on the nif itself that I have to change?
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Amie Mccubbing
 
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Post » Fri May 27, 2011 1:38 am

I mean the "Value" field on the AddonNode650 in Nifskope.
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Bloomer
 
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Post » Fri May 27, 2011 10:06 am

I mean the "Value" field on the AddonNode650 in Nifskope.



aaah... I had not. Working great now, thanks very much =D
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Alexandra Louise Taylor
 
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