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can containers affected by physics be made static?


americanscience

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Yes, they can.

 

In Nifskope, change these values of the root node's collision object (bhkRigidBody):

 

Layer: OL_STATIC

Layer Copy: OL_STATIC

Motion System: MO_SYS_FIXED

Deactivation Type: DEACTIVATOR_SPATIAL

Solver Deactivation: SOLVER_DEACTIVATION_OFF

Quality Type: MO_QUAL_FIXED

 

The wireframe of the havok mesh should turn red from whatever it was before (either purple or blue probably.) Save as a new .nif and import into the GECK/fnvedit.

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I was able to make a static version by extracting the sscratetall.nif from the (fallout-meshes.bsa) BSA Browser in FOMM and adding it to the geck as a static item. I tested it in game and it worked perfect, unless I'm misunderstanding the OP's question.

 

A few pics here...I shot the one on the right and it flew back, the left one stayed in place.http://oi62.tinypic.com/21jq9g0.jpg

Edited by SKYZOO
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Any item in the game can be made 'static' by adding it to the static section in GECK. It will however still respond to the havok sim in GECK, so you have to be a bit careful with that.

 

The process goes like this:

  1. Using FOMM BSA browser, open the meshes BSA and look for the mesh you want. You can find the name on the existing object in GECK, and use the search to filter it out.
  2. Extract that mesh, making sure to note its path so you can put it exactly where it is in the BSA. Place it in that exact path in your Data folder.
  3. In GECK, expand the World Objects -> Static section and then pull up the Explorer window of the folder where you placed the mesh.
  4. Drag the mesh from Explorer into the right pane list of all the static objects. Wait a moment for GECK to process.
  5. Using filter you can go to that object, which will default name be the same as the mesh.
  6. Enjoy.
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