Talk:Visual Effect

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How are visual effects added to a level?[edit source]

I have tried dragging one in, creating a primitive and adding a script, creating a roombound and adding a script as well as copying from a different level. Interestingly, once I copy say, the fxcameraattachACT from Mzulft second dungeon, I am unable to paste as it remains greyed out. So any info on how to add camera attached FX to a level is appreciated. King Mango (talk) 2014-06-21T03:49:46 (EDT)

fxcameraattacheffectsACT are added by creating a trigger and then choosing that type from the available options King Mango (talk) 2014-06-22T07:32:51 (EDT)

Attachment[edit source]

I haven't analyzed this in detail, but: the glow of a Draugr's eyes is done using a Visual Effect that's activated and deactivated by a script. There exists one visual effect for each Draugr sex.

The root node of meshes\actors\draugr\character assets\fxdraugrfemaleeyes.nif contains a NiStringsExtraData child block with name AttachT. The block contains a single string whose value is NamedNode&NPC Head [Head]. I'm guessing that this means that when Visual Effects are played on an ObjectReference, this mechanism can be used to specify a specific node to play them on. DavidJCobb (talk) 21:02, 20 August 2024 (EDT)

I found a mesh, meshes\effects\fxnecroskeletonmulti.nif, that contains multiple nodes to be attached to different target nodes in an actor. The root node of the mesh contains an AttachT block whose value is MultiTechnique. Direct children of the root node contain their own AttachT nodes directing them to attach to different target nodes in an actor. I still haven't reverse-engineered the attachment mechanism itself yet. DavidJCobb (talk) 16:13, 31 July 2026 (EDT)