Hello,
I'm trying to create a particle effect when companions "drink" a potion. Normally you can't force NPCs to drink them (Equip doesn't work, AIActivate crashes the game), so I need to simulate the effect with script. To make it more accurate I decided to spawn an activator on companion (PlaceAtMe) with vanilla particle mesh that is used for restoration hit spell effect (magic_hit_rest.nif). And when the animation is over delete it.
For some reason vanilla spell effect meshes are not animated in game when spawned manually - stop probably on the first frame. They loop properly in NifSkope, so I think there may be some additional parameter set in mesh (something like NiStringExtraData that disables collision in game or those additional data for editor markers). I tried to compare the spell effect mesh with meshes from http://mw.modhistory.com/download-56-10923 in NifSkope to find the differences, but I couldn't see anything unusual about that vanilla mesh. Does anyone know how to fix it? Here is a mesh that doesn't loop in game: http://www.sendspace.com/file/v1jvup
by the way is there an easy way to loop particle only once instead of constant looping? This would give a better result (not dependent on FPS) when deleting the activator. edit: already answered by ThatGuyFromBlade.