adding an effect to a nif file

imo it´s much more easier than doing a real xml edit, but i´m also a bit confused, looking at the PISingFoil3.nif there is already an effect node 'EFFECT_gun' and an effect attached to this node in the kf (EFFECT:EFFECT_gun:EFFECT_INVASIONSHIP_LASERBEAM), so therefore with the 'PISingFoil.kfm' as animation (be aware, you need the nif called PISingFoil.nif in the folder where the kfm is) there should be an weapon effect.

in general the steps are quite easy, open the nif you want to add the effect and the corresponding kf, open the same files from an unit with the effect you want to use [called master]. Look in the txt keys form master kf how the effect node is called and in your nif if there is a node with this name. If not, look if you have already an effect node or not. If you have, rename this node to the name in the master kf. if not copy the node form the master nif to your nif. Now as last step add the effect txt key entry to your kf (if need raise the number of txt keys [if there is only are only two keys so far], copy the end txt key [now after adding new ones no longer the last] to the last txt key and add copy the text [also adjusting the time of the key]).
 
humm...well ill do my best...

you are currect that some of the units there has effect - but it made the gun to rotate and i didnt liked it - so i just removed the kfM with the kf.

can i do it using only bifscope?

and can i take for say a tank weapon effect and add it to the nif i wish to? how do i configure from were the fire will come out? cause i want the fire effect to come out from the gun model - not say...the wheel...:)

complicated this task is...hehehe...
meanwhile im contiueing in editing units like that, its fun fun.
 
you could rename the animated part and it will be no longer animated (there is a name link between nif bone and kf information, if in the kf are informations for a node, the game looks in the nif if there is a such called node, if yes it makes with this node what is written in the kf, if not it does nothing)

the position (and also rotation [eg fire angle], just in case you will have an backward firing unit) of the effect is controlled by the placeholder node (the effect dummy node) in the nif, the actual effekt which will be played there in the kf

(eg: EFFECT:EFFECT_gun:EFFECT_INVASIONSHIP_LASERBEAM
EFFECT: 'it´s an effect'
EFFECT_gun: here the effect shall be played (effect dummy node in the nif)
EFFECT_INVASIONSHIP_LASERBEAM: the played effect (effect xml entry, here also could stand the tank weapon effect)
)

you must have an animation to have the option to have / add an firing effect

and yes, all steps can be done in nifskope
 
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