Need Help with Chameleon "Visibility"

Post » Sun May 05, 2013 10:57 am

Specifically, I would like to know if it's possible to adjust the level of visibility your character or other NPCs have when using different magnitudes of Chameleon. For example, if I were to equip something or cast a spell that gave me 100% Chameleon, I would want my character to remain somewhat slightly visible, as if the magnitude of the spell/enchantment itself were only at 75%.
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Joie Perez
 
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Post » Sun May 05, 2013 9:04 am

By default chameleon uses the refraction shader, and while there is a 'SetActorRefraction' function, there is no equivalent 'GetActorRefraction' to have precise control over how intense it should be. But this may not be a problem to you if all you want is prevent the player from going totally invisible.

You can change chameleon to use the alpha (transparency) shader instead by setting fChameleonMaxRefraction and fChameleonMinRefraction to 0, for which there is 'SetActorAlpha' in vanilla and 'GetActorAlpha' to control it with precision in OBSE.
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electro_fantics
 
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Post » Sun May 05, 2013 3:33 am

Tested it a couple of hours ago. Yet again, the character refuses to remain somewhat partially visible when at 100% Chameleon. Maybe I'm doing something wrong and I don't yet know and/or realize it, or there's something I'm not doing that's keeping this from working.

On a side note, of equal confusion is that the "visibility" of Chameleon/Invisibility doesn't work anything like how it works in "TES III:Morrowind". Even at values of 150% (custom spell + Mephala's Skill), the player is still just as partially transparent as he/she would be if he/she were using a 50% Chameleon spell in this game, and that's what I don't quite clearly understand about why what I'm trying to do won't work.
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Franko AlVarado
 
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Post » Sun May 05, 2013 6:39 am

If it helps, I've already investigated and dealt with this issue with my SDR mod by turning off refraction and using transparency.

You will never get what you want to work with refraction the way they set it up. 10% refraction basically looks the same as 50% and 100%.
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Lauren Graves
 
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Post » Sun May 05, 2013 10:11 am


Well, at this point, I'd prefer to just throw refraction right out of the window, and use the transparency shader instead. http://www.gamesas.com/topic/1435018-quick-questions-quick-answers-the-32nd/page__p__22345504#entry22345504:

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roxanna matoorah
 
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Post » Sun May 05, 2013 6:26 am

Oooops . . . wrong thread . . .
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Alexxxxxx
 
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Post » Sun May 05, 2013 7:31 am

Topic closed.
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Damned_Queen
 
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