Script edit door records with following rules: Door with 'broke' in model name can't hide the void. Record with 'XTEL'(teleport) hide the void. 'STAT' door rotated by X coord(0<X<359) usually placed like garbage and doesn't hide the void. 'DOOR' door with static model usually placed behind wooden planks or in area where visible by player but can't be accessed. Usually hide the void. 'DOOR' door with flag: Inaccessible usually hide the void.
For meshes with small window under door script looks for meshes that are placed nearby in expected direction. This required the creation of a large array with data about rotation\Z coord offsets for each .nif.
I think i spent a month on testing and improving script.
@hemonecrophagia I don't think so. It really only replaces the doors. For that it needs to set cell values but so does pretty much any mod. Being an esm file this mod should be so high up in the load order that any lighting mod will overwrite the cell values.
Nice, thanks. But if doors are that transparent shouldn't enemies be able to see you too and does the game pick this up? If not, can we alter the transparency (say to more translucent than transparent), so it only hints what's behind without enemy blindness feeling unrealistic?
The game engine has no ability to make enemies AI react correctly, no special collision mesh layer for translucent surfaces. To alter the transparency need to open every .nif trought NifSkope, select glass mesh and edit NiMaterialProperty -> Alpha.
Minor update: I installed nifskope, followed Gamerpoets etc, and opened my very first nif! But failed to find NiMaterialProperty. But that's ok, because after deciding discretion is the better part of valour, and going with your mod as-is, I found most glass isn't too transparent. I'd feared they'd mostly look like your pic 3, but in my game pic 6 is more typical - and that's great. Cheers. Endorsed.
Very nice! I love transparency in Fallout since that everything that should be transparent is opaque in the original version. Any chance to add transparency to other doors or windows?
21 comments
http://www.nexusmods.com/newvegas/mods/63742
Achieved with xEdit script.
Script edit door records with following rules:
Door with 'broke' in model name can't hide the void.
Record with 'XTEL'(teleport) hide the void.
'STAT' door rotated by X coord(0<X<359) usually placed like garbage and doesn't hide the void.
'DOOR' door with static model usually placed behind wooden planks or in area where visible by player but can't be accessed. Usually hide the void.
'DOOR' door with flag: Inaccessible usually hide the void.
For meshes with small window under door script looks for meshes that are placed nearby in expected direction. This required the creation of a large array with data about rotation\Z coord offsets for each .nif.
I think i spent a month on testing and improving script.
To alter the transparency need to open every .nif trought NifSkope, select glass mesh and edit NiMaterialProperty -> Alpha.