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[SKY] [Solved] Nifskope / CK - Removing Candle Glow from Vanilla Mesh


BootySweat
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I've been working on making some new versions of each of the Nordic Catacombs kit models where the candles are not glowing.

When I opened one of these kit pieces "NorCatHallSm1way01.nif" in NifSkope, I noticed three NiBillboard nodes, and each had a BSEffectShaderProperty sub-node with Emissive color #806d437f, which I thought represented the color of the candlelight glow.

Here is what it looks like inside NifSkope: http://i.imgur.com/qhOeD.jpg

I first tried adjusting the emissive colors to black (#000000ff) for the BSEffectShaderProperty sub-node. Tested this by launching Creation Kit without any active plugin file, creating a duplicate NorCatHallSm1way01 base object and changing the model to the new custom .nif. The result was that the candles were still glowing and the model looked the same as the vanilla version.

I tried a second time, by completely removing the three BSEffectShaderProperty sub-nodes. I tested this the same way and got the same result (looked identical to vanilla version).

Am I doing something wrong in NifSkope, or am I missing a step when attempting to test in the Creation Kit? For example, do I need to save my plugin or exit and restart Creation Kit before the new models appear?

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I suppose you want the candles to be "off"? If so, delete the complete billboard nodes. The glow should have gone then.

Awesome, thank you so much, Tamira, will try this.

EDIT: I tried deleting the billboard nodes, by rightclicking on the node, selecting Block -> Remove. This appeared to remove the complete billboard nodes; however, in the render window the mesh still looks identical to the vanilla version ( link )

Is there perhaps a different method I should use to delete the nodes? Or am I not loading this in the creation kit correctly? I tried saving a new plugin file, exiting Creation Kit and restarting, but the new mesh looks identical to vanilla, with the same candle glow.

Edited by BootySweat
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Along with removing the Billboard nodes (you should right click - Block - Remove Branch so no garbage is left behind) you'll want to look under 29 NiNode at the 3 BSLODTriShapes there. These are the candles. Go through the BSShaderTextureSet for each one and remove the Candles01_g.dds texture.

You could probably remove the BSLightingShaderPropertyFloatControllers too. They control the candle flickering, so won't be necessary if the candles are off.

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Along with removing the Billboard nodes (you should right click - Block - Remove Branch so no garbage is left behind) you'll want to look under 29 NiNode at the 3 BSLODTriShapes there. These are the candles. Go through the BSShaderTextureSet for each one and remove the Candles01_g.dds texture.

You could probably remove the BSLightingShaderPropertyFloatControllers too. They control the candle flickering, so won't be necessary if the candles are off.

Great to hear, thanks very much for clarifying this. Quick question, when I right-click on the Candles01_g.dds texture within BSShaderTextureSet, I can select Texture -> Choose, File Offset or Block -> Convert. Is there something else I need to do in order to remove this texture?

Also, when removing the BSLightingShaderPropertyFloatControllers, do I remove the branch in that case, or only "remove"?

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Just use "remove" on the FloatControllers, so you don't accidentaly remove the BSShaderTextureSet that belongs to the real BSLightingShaderProperty. There might end up with a couple of oddball nodes at the bottom of the list, then you can just "remove" those as well.

For the texture, no right-clicking ... double click and backspace to delete that particular texture.

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Just use "remove" on the FloatControllers, so you don't accidentaly remove the BSShaderTextureSet that belongs to the real BSLightingShaderProperty. There might end up with a couple of oddball nodes at the bottom of the list, then you can just "remove" those as well.

For the texture, no right-clicking ... double click and backspace to delete that particular texture.

Thanks very much for clarifying this part, Hanaisse, and thanks to both of you for your help! Unfortunately, I can't figure out why the dang candles are still glowing in the creation kit render window.

This is my first time using NifSkope, so I wonder if I am saving the .nif file incorrectly, or perhaps missing a step in order to import it into the CK?

1. I extracted Skyrim - Meshes.bsa to my desktop.

2. Made a set of nested folders which are identical to the Skyrim - Meshes.bsa extracted folder structure ( C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls ).

3. Opened up NifSkope and loaded the vanilla NorCatHallSm1Way01.nif file from the extracted Skyrim - Meshes.bsa on my desktop.

4. Performed the changes as directed above, removed NiBillboard node branches, Candles01_g.dds textures, BSLightingShaderPropertyFloatControllers.

5. Clicked "Save As" to save the new mesh "test5_NorCatHallSm1Way01.nif" into C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\meshes\dungeons\nordic\catacombs\smhalls

6. Opened Creation Kit with Skyrim as a master and no active plugin.

7. Duplicated the NorCatHallSm1Way01 static object, renamed it "test_NorCatHallSm1Way01" and then opened and clicked "Edit" to change the model to "test5_NorCatHallSm1Way01.nif"

8. Dragged the new static into the render window, and it looks the same as the vanilla static. (link )

Edited by BootySweat
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Oh my goodness, that's perfect, Tamira! Thank you so much, this is exactly what I was attempting. Having some trouble figuring out what I did wrong.

Here is a link to the .nif file I made, which should have the NiBillboard branch removed as well as the Candles01_g.dds and BSLightingShaderPropertyFloatControllers removed. For some reason when I load this one in the Creation Kit, the candles are still glowing

Do you have a suggestion for a good way to compare all the details of two different .nif files, perhaps that would help me to determine what I missed?

Edited by BootySweat
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