Jump to content

Static Objects inside room marker won't display, but will outside of it.


Xeonerable

Recommended Posts

In the Geck I've been making item shelves that have static displays on them that will appear when the items placed in their container meet the amount requirement. (The script for that is actually not active for my issue below, and the objects are not disabled.)

 

However, I've been noticing a slight issue with armor static objects not displaying inside the room marker they are contained in. But when I turn off collision in-game and fly outside of the room marker, the items will be visible and in the right spots. Yet going back into the room marker they disappear again.

 

I've tried adjusting the size of the room marker to further surround it. The object boundaries are not extreme that it goes outside of the marker.... Yet they just won't display when the player is inside the room marker..

 

Does anyone have any idea why this might be happening?

 

 

How it looks inside the geck...

http://i.imgur.com/EaFRMcr.png

http://i.imgur.com/6mqj3X4.png

 

 

 

Then this is how it looks in-game...

(objects are not on the shelf..)

http://i.imgur.com/1X5ovZ8.jpg

 

(hovering above but just inside of the room marker)

http://i.imgur.com/w8PWnEl.jpg

 

(then moving just a little to go outside of the room marker... missing items appear?)

http://i.imgur.com/g1SXupn.jpg

Edited by Xeonerable
Link to comment
Share on other sites

picture b4 and after please. If in the geck, toggle off and then on Object view / markers.

Toggle on geometry then back off.

 

the shots I need are in game use, not geck use.

EDIT: open the geck, select "only the red item seen on the shelf, just one" set if to be persistent and check in game.

2nd; ? are these items from this game or are they fresh new ones just made?

say resource items or from another mod?

+ you did say you run a script to these items too, and in the geck it is not enabled,but does run while in game, Cut the script out and see if that works..........if it does now render the products correctly then the script is not set right.

kitty

Edited by Purr4me
Link to comment
Share on other sites

picture b4 and after please. If in the geck, toggle off and then on Object view / markers.

Toggle on geometry then back off.

 

the shots I need are in game use, not geck use.

EDIT: open the geck, select "only the red item seen on the shelf, just one" set if to be persistent and check in game.

2nd; ? are these items from this game or are they fresh new ones just made?

say resource items or from another mod?

+ you did say you run a script to these items too, and in the geck it is not enabled,but does run while in game, Cut the script out and see if that works..........if it does now render the products correctly then the script is not set right.

kitty

 

 

These are items already in the game. I simply just made blank static objects in the geck and then closed it out. Then used FNVedit to put the nif model into those objects. Then placed them as such.

 

These objects in question do not have scripts on them, or scripts that manipulate them. (yet) I have not written them yet since I'm having this issue where the objects aren't being shown in the world properly.

 

They are in their correct spots, and they are inside the room marker. But they don't show properly in-game and will only be visible if you turn collision off and fly outside the marker and look in. It makes no sense to me and I'm not sure why its doing it.

 

I've tried making the room marker huge and seeing if somehow the objects base are outside the marker, but that wasn't the case.

Edited by Xeonerable
Link to comment
Share on other sites

 

These are items already in the game. I simply just made blank static objects in the geck and then closed it out

That's your answer. you can't expect this to work, a blank is behaving as it should.

 

Your fix is this, take only one item at a time ...in the geck, start with the red armor, only one, click it so focus is on that item, in the cell window, find it high lighted, there is a object ID, type that Object ID into the perch window of the "object manager section" in the geck, select "ALL"

 

That item will now show up. Go back to the view screen of the object selecting, delete it, Now drag from the object manager that item directly into that cell, move it to the same spot, click on the floor of the cell, save the data now .close down and verify it is in the game now.

 

you can't create (OFST) data with TESEdit ever, it removes that , that is what tells the engine it's real, that is why collision react to it.

you have done nothing wrong except the method of creation, it is why they call it a creation kit, TesEdit can not compete with it.

 

you can not piecemeal together mods in this fashion. Some objects / mesh files and things like walls have properties that will not render on the grid in a specific direction, you can see this actively in nif scope and the geck when previewing the object, a one way Glass sort of.

 

do you understand? Drag an drop what data you made, because you need to know the ID's you chose and they are there, only the data is incorrect, missing data for those objects.

 

kitty

Link to comment
Share on other sites

I just tried what you suggested on one item and tested it in game and still have the same issue. See the thing is, all those other armors that appear on the shelves, I created the exact same way as the ones that are not showing, which is why I'm confused why those select ones are having issues.

 

I'm not having issues which them being listed in the GECK, they are there and can be moved and edited as normal.

 

What I did was...

  1. Place the actual armor item version of the items on the shelves. (the ones the player can actually pick up and then wear.)
  2. In the "Static" category of world objects, I just right-clicked and created brand new static objects and named them with similar conventions as the rest of the stuff in my mod is.
  3. Copied the mesh file source from the armor items into notepad.
  4. Closed down the geck.
  5. Opened FNVedit and had it open the mod.
  6. Navigated to my newly created static objects that only have editor IDs. I filled out all their data and put their mesh paths in.
  7. Closed and saved with FNVedit.
  8. Restart the Geck and opened my mod, previewed each of the static items and they were showing as they should, could be dropped into the render window just fine.
  9. Replaced each of the armor item with their corresponding new static version.
  10. POOF! most of them will display, a select few will not for some reason.

I've done this for several things already and haven't had problems. I'm just confused as to why these statics inside of the room-bound will only be visible when outside of the room-bound.

Link to comment
Share on other sites

 

Copied the mesh file source from the armor items into notepad

Use notepad ++, it's made for that, have too had problems with windows versions of note pad.

 

look over two of them of the same thing, "one worn / used, and one not used"

 

compare the settings for each, there is a common item or setting each will have but one of them will be missing.

 

if you need? send me the cell section only , cut it out and save as new. I 'll have a crack at it.

kitty

Link to comment
Share on other sites

oh... I mean notepad as in notepad++, I also use it for writing scripts in. I'm pretty sure I did not copy the mesh file path from. All the data looks identical.

 

However, I did notice that the items not showing all have this weird bend manipulation when you turn on havok simulation in the geck. So I'm going to guess wildly and say its some weird thing with havok.

 

I might just scrap these select pieces and try to find others that will display.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...