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.

Imgur Image

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

  1. Model Path (only for addonNodes or visualEffects)
  2. Reference ID
  3. Base Object ID
  4. Parent cell ID
  5. Worldspace ID
  6. 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.