Scripting nif properties or texture sets?

Post » Sun Feb 22, 2015 10:38 am

Herru ppl,

I've been playing Fallout again and suddenly I found myself svcked back into modding after 3-4 years sober :tongue:

I was wondering if it is possible / how you could change a texture of a nif by scripting?

Something like refering to a Texture Set and changing it to another or something. I've seen some progress on ammo counters on guns, which would be the same concept I'm looking for.

I'm basicly trying to make a digital watch, doesn't seem to difficult if I could just interact with the nif / texture somehow.

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katie TWAVA
 
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Post » Sun Feb 22, 2015 9:15 am

It should be possible to do, I can't remember details off the top of my head but you could try having a look at the Euclid's C-finder script. But having a look at the nif setup there's texture animation blocks in the nif which I haven't had much experience with and I have noticed that there are a collection of textures which I think the script calls depending on the outcome. From what I can see those textures have a different set of displays in the one texture so unless the script calls them by part somehow then the switching must be done in the nif animation.

I was thinking of doing a gun ammo counter, in particular I was thinking of doing the Type 7 particle gun from F.E.A.R. which has the counter on the face.

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Deon Knight
 
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Post » Sun Feb 22, 2015 10:40 am

Found the command which is used in the Euclid gun and the ammo counter I was thinking of, it's as simple as "SwapTexture" ref - path.

Might end up with a functioning watch sometime, but I'm guessing it'll take a couple of painfull hours :D

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Blackdrak
 
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