Notes: - Some few objects such as one Whale and one Meat Bag object type is missing and will be added in version 002 - The flies have a weird light reflection setting and might be super bright at dark light, i have to see if i can fix it, maybe fadingsingals Particle mod can solve this already - I still need to fix some little z data to align the flies perfectly for each NIF, most is done but few are missing, version 003 will change this - The bug swarm FX needs further testing with EnableDisable markers there is a tendency the flies will not despawn for ingestible items only first when the cell is reset
The image documentation hardly shows the flies, the best documentation is probably the first image.
Hehe, yeah im proting some of the changes in did with Fixer its so minimal that it wont change the game at all and coupled with other mods more to the better
Any way to make it an art object that can be attached to armor addon? I looked into this before. Would be kinda cool to have flies swarming around Feral ghouls heads
I only said something as it's mentioned in the 'files tab' and says in the main file description "The file is flagged ESL/ESM and does not take up a load order slot."
I don't care if it isn't able to be flagged though. I have to have this one in my game from now on. Thank you.
Amazing. Does this add flies dynamically or will this require patches for mods like 'In the Flesh'? I just read the description more thoroughly. The best (most efficient) way I can think to apply these to meshes is with Addon Nodes (The addons might need to be added to model info within each record). If that doesn't work, forcing them into the meshes might.
Like i said on the main page, if im done with the NIFs its mostly dynamically. Otherwise no. It can be done by adding a quest like vanilla does but thats beyond my skill level.
I just read the description more thoroughly. The best (most efficient) way I can think to apply these to meshes is with Addon Nodes (The addons might need to be added to model info within each record). If that doesn't work, forcing them into the meshes might.
Yeah. I did this already (explained also on the main page :). The thing is, the fly animation is scripted. I probably know the answer, solution already. Once i did testings i added the fly Branch to a static object. Statics cannot use scripts... facepalm. Thus, all i will do is to create new objects when it comes to statics, such as moveable statics or activators. Activators are probably the way to go, since these are the most versatile objects i can think of. Then if the scipt is moved proberly the animation and sound will play on the modifed NIF. Since all other branches were copied, it must be due to the script (BugSwarmFXScript). I also thought about adding the script itself to the NIF but thats probably not possible at all. Couldnt find any research on the web.
My only guess is Linked Reference with keywords, so it would at least be easy to patch without actual placement. My Hummingbirds just spawn directly above flowering plants and around Cat Tails (apparently hummingbirds love cat tails irl). Patching this mod this way would be easy so it is only worth the effort if you can make it dynamic.
Thats easy to add. Give me an example, or a guide and i will add that keyword. EDIT: For now EnableParent will solve most issues in advance, workshop related flies and corpses will disappear so there should be minimal problems in advance.
I never added dynamic spawn support for the hummingbirds. I figured you'd know how it works. Checking it now, I am not sure if I can figure it out. I will start by adding the keyword to relevant flora and activator (and in your case, statics) records and see if scripted spawns will work when a reference with said keyword loads.
So adding the script to the objects wont work. At least for container class. It probably requires much more research concerning NIF architecture. I will leave as is and stick to placing the activators to the game world and tie them to non precombined objects to let them spawn despawn basedon on object ref state.
Once its possible to add those flies, which probably is NiSequence oversight on my end we can attach those bugs to actors aswell. It would be super amazing to have these flying around super mutants, behemoths, some creatures such as ferals etc.
It would also be much better to replace the Bug quest "RECorpseSwarmCreator" and instead add immersive wasteland creatures such as Bloodbugs, which is true for various Brahmins already.
This joins Anatomically Correct Feral Ghouls (and possibly others) in demonstrating that there is, indeed, a place in the Commonwealth for the disgusting.
45 comments
Notes:
-
Some few objects such as one Whale and one Meat Bag object type is missing and will be added in version 002- The flies have a weird light reflection setting and might be super bright at dark light, i have to see if i can fix it, maybe fadingsingals Particle mod can solve this already
- I still need to fix some little z data to align the flies perfectly for each NIF, most is done but few are missing, version 003 will change this
- The bug swarm FX needs further testing with EnableDisable markers there is a tendency the flies will not despawn for ingestible items only first when the cell is reset
The image documentation hardly shows the flies, the best documentation is probably the first image.
Awesome mod. Now a permanent load order item.
R88_ESLify does not show it in the list of flaggables.
I don't care if it isn't able to be flagged though. I have to have this one in my game from now on. Thank you.
Does this add flies dynamically or will this require patches for mods like 'In the Flesh'?
I just read the description more thoroughly. The best (most efficient) way I can think to apply these to meshes is with Addon Nodes (The addons might need to be added to model info within each record). If that doesn't work, forcing them into the meshes might.It can be done by adding a quest like vanilla does but thats beyond my skill level.
Yeah. I did this already (explained also on the main page :). The thing is, the fly animation is scripted. I probably know the answer, solution already. Once i did testings i added the fly Branch to a static object. Statics cannot use scripts... facepalm. Thus, all i will do is to create new objects when it comes to statics, such as moveable statics or activators. Activators are probably the way to go, since these are the most versatile objects i can think of. Then if the scipt is moved proberly the animation and sound will play on the modifed NIF. Since all other branches were copied, it must be due to the script (BugSwarmFXScript). I also thought about adding the script itself to the NIF but thats probably not possible at all. Couldnt find any research on the web.
My Hummingbirds just spawn directly above flowering plants and around Cat Tails (apparently hummingbirds love cat tails irl).
Patching this mod this way would be easy so it is only worth the effort if you can make it dynamic.
EDIT: For now EnableParent will solve most issues in advance, workshop related flies and corpses will disappear so there should be minimal problems in advance.
Checking it now, I am not sure if I can figure it out.
I will start by adding the keyword to relevant flora and activator (and in your case, statics) records and see if scripted spawns will work when a reference with said keyword loads.
It would also be much better to replace the Bug quest "RECorpseSwarmCreator" and instead add immersive wasteland creatures such as Bloodbugs, which is true for various Brahmins already.
If this script can dynamically spawn effects as well as actors it will be a game changer.
I have much use for such a feature.
Well done!
Made my day! 🤣🤣🤣