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New Constructible Object Issue in Workshop Build Mode


GrimGrim31

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I created a new bed to use in my settlements that is a copy of the sleeping bag but uses the NIF for a pile of leaves from the Landscape NIFs. Once created in CK, I experienced the following circumstances in game:

 

1. I can build the bed in Workshop mode and assign settlers to the leaf pile, as normal for a bed. I can also store and scrap the leaf pile, as normal.

 

2. When I hover the build mode cursor over the leaf pile and select it, the leaf pile does not always get the glowing green nimbus around its outline, especially right after I build it. However, if I exit build mode after I build the leaf pile and then start build mode again, I usually get the glowing green nimbus around the leaf pile.

 

3. When I select the leaf pile in build mode, I cannot move it or rotate it. The issue seems to be related to the NIF because when I go back and change the NIF in CK to the original sleeping bag NIF and reenter the game, I can move and rotate the sleeping bags that used to be leaf pile beds. I can also rotate the leaf pile bed in build mode before I place it, but once it is placed, I am no longer able to move or rotate the leaf pile when I select it in Build Mode.

 

 

Does anyone know why the leaf pile NIF would change the ability to manipulate the bed in Workshop Build Mode? Is there some characteristic of the leaf pile NIF that needs to be changed?

Edited by GrimGrim31
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Meshes of non-workshop objects weren't made to be buildable. Sometimes you can use them for custom workshop objects without editing, but sometimes you need to edit them in Nifskope.

 

Does it have connection points? (Nifskope). Did you check the Object Bounds? (FO4Edit, Furniture record).

 

2. When I hover the build mode cursor over the leaf pile and select it, the leaf pile does not always get the glowing green nimbus around its outline, especially right after I build it. However, if I exit build mode after I build the leaf pile and then start build mode again, I usually get the glowing green nimbus around the leaf pile.

 

This bug exists in the vanilla game too. Waiting a bit before building sometimes "fixes" it. Did you moved or scaled the object with a script?

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For my mod RailRoad Signs - Settlement Decorations I used NifSkope. "Copy Branch" option on the BSTriShape of the RR sign nif, then "Paste Branch" to the nif of a workshop sing very similar in size and shape - in my case I chose the No Smoking sign. And I think it has to be in the same position and orientation. After that I "Remove Branch" on the original BSTriShape of the No Smoking sign, so only the RR sign mesh is left in the nif. The collision should work for the shape you have copied. Note: While Copy Branch is used by right clicking on the BSTriShape, Paste Branch is used on the main NiNode, so the BSTriShape you copy appears right after the existing one.

There is also a way to copy/ transfer the collision itself: Replacing Collision in NikSkope.

Edit: Was tired when I wrote this. When you right click, first you select "Block" and then Copy/Paste Branch.

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Thanks guys. I finally had time today so I fixed the leaf bed Nif issue. I just had to add collision in Nifskope. I tried a couple methods and the one that worked best was just to copy the trishape data from dead leaves NIF into the existing sleeping mat setdressing object and then delete the original trishape for the sleeping mat. So the object uses the dead leaves trishape with the sleeping mat's collision. Now I can select and rotate the leaf bed and also use it in game to sleep. It looks much better than the rock textured sleeping rug that I was using before.

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