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Particle systems are effects that can be attached to weapons and armors of Skyrim. Right now they have a lot of limitations and even bugs and do not play well along with SMP effect. The purpose of this feature request is to circumvent those limitations and bugs with FSMP and allow HDT-SMP weapons and armors expand SMP movement to particle systems.
Particle systems usually declared as AddonNode objects, and linked via BSValueNode in the NIF.
Armors/creatures cannot have BSValueNodes attached directly, and instead linked via spell/perk system. Those particle effects attached to bone names (I did not checked yet what happens if AttachT declares HDT-SMP bones as attachment point).
Weapons can have BSValueNodes, but they are bugged and produce duplicates of said effects in random positions far away from original position. To mitigate this bug, particle effects such as fires, frost and etc either copypasted directly into mesh or called via script on weapon sheathe/unsheathe (like in this weapon Calamity Queller).
Bug description: particle effects copypasted into weapon mesh as children of SMP bone, do not inherit SMP movement and stay in their position as in whole chain of HDT-SMP bones are static.
one have attached AddonNode particle effect via BSValueNode,
and another have have effects copypasted into the right position.
Mesh with copypasted effects have effects stay in their place completely static.
The text was updated successfully, but these errors were encountered:
isshininu
changed the title
[Feature request] Expand list of objects that can be declared as bones / Allow children of SMP bones to receive physics movement
[Feature request] Expand list of objects that can be declared as bones / Allow children of SMP bones to inherit physics movement
May 25, 2023
Particle systems are effects that can be attached to weapons and armors of Skyrim. Right now they have a lot of limitations and even bugs and do not play well along with SMP effect. The purpose of this feature request is to circumvent those limitations and bugs with FSMP and allow HDT-SMP weapons and armors expand SMP movement to particle systems.
Particle systems usually declared as AddonNode objects, and linked via BSValueNode in the NIF.
Armors/creatures cannot have BSValueNodes attached directly, and instead linked via spell/perk system. Those particle effects attached to bone names (I did not checked yet what happens if AttachT declares HDT-SMP bones as attachment point).
Weapons can have BSValueNodes, but they are bugged and produce duplicates of said effects in random positions far away from original position. To mitigate this bug, particle effects such as fires, frost and etc either copypasted directly into mesh or called via script on weapon sheathe/unsheathe (like in this weapon Calamity Queller).
Bug description: particle effects copypasted into weapon mesh as children of SMP bone, do not inherit SMP movement and stay in their position as in whole chain of HDT-SMP bones are static.
I prepared demo mod for showcase of this bug:
_demo project.zip
Inside of this project two weapons:
one have attached AddonNode particle effect via BSValueNode,
and another have have effects copypasted into the right position.
Mesh with copypasted effects have effects stay in their place completely static.
The text was updated successfully, but these errors were encountered: