Attaching Lights To Objects - powerof3/LightPlacer GitHub Wiki
Lights can be attached in one of three ways: models OR addonNodes OR visualEffects.
models
- Full model path.
Model
will work on all types (objects, armors, hit shaders) mentioned except effect shaders.
{
"models": [ "effects\\fxfirewithembers01_lite.nif", "weapons\\steel\\1stpersonsteelsword.nif" ],
"lights": []
},
addonNodes
- Addon Node index. Light Placer will attach lights to all addon nodes with this index found in the nif, eg. candle flames in candles/lanterns.
Ignore the addon number in the node name, as it might be incorrect.
{
"addonNodes": [ 49 ],
"lights": []
},
visualEffects
- Effect Shader or Art Object ID eg.
"EnchShockFXShader"
,"0x1234~MyCoolSpellMod.esp"
. This is for spell art, hit effects, casting art.
{
"visualEffects": [ "EnchShockFXShader" ],
"lights": []
},
whiteList/blackList
(optional) whitelist or blacklist lights from attaching to an object reference based on
- Model Path (only for
addonNodes
orvisualEffects
) - Reference ID
- Base Object ID
- Parent cell ID
- Worldspace ID
- Location ID
"addonNodes": [ 49 ],
"lights": [
{
"whiteList": [
"clutter\\candles\\candlehornchandelier01.nif",
"clutter\\candles\\candlehornchandelier02.nif",
"WhiterunDragonsReach"
]
}
This config attaches lights to chandeliers in Dragonsreach. All other objects with the same addonNode will be skipped.