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More Static Collection Nonsense/Custom Workshops


RageCommittee

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This is an odd one so bear with be,

 

Thanks to the other users and their very useful information, I have been busy taking meshes for misc items and turning them into static items to be placed into my house mod. This has all worked perfectly, however, when i try to group these new models into a static collection, they seem to turn back into a physics object and can be moved around. Since i am a bit of a scrub when it comes to modeling and Nif Scope, i have no other way of putting these objects together to make a custom container mesh. I simply create a Nif from my static collection, and use that as the model for my container. This seems to work perfectly fine when the collection only consists of statics from the base game, but when i add my own custom ones models, it turns itself into a physics object, which is infinitely infuriating.

 

Second question for you good folks, does anyone know how to make a custom workshop station like a chemistry/weapons/armor bench? the interior of the previously mentioned "house" would look terrible with the vanilla workbench models. I have also tried my static collection way of making workbench models, and that ended up exactly like you would imagine, the model fell to the floor and the player got stuck in the wall.

 

As you can see, I'm really out of my depth here, so any help at all would be amazing! I know you guys are awesome, and i would appreciate any feed back you can provide.

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To be honest I don`t know anything about collections and never created them, but the info about being movable or unmovable is kept in collision objects and physics system blocks. Those blocks from misc objects might cause the problem.

And to create a custom workbench you need either to retexture the existing one or to take some other game model(or create it in some 3d program) and turn it into a workbench. Open any existing workbench in the Creation Kit to see how it works. Or duplicate it and change the model. You might need to change the animation marker and animation keyword to make it look realistic.

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To respond to greekrage's post, I have done the exact same thing. It works fine when I use vanilla static objects, but when i add, say, my custom static nuka-cola bottle, the whole thing drops to the ground and becomes a physics object. Wmy only wonderment is, is there something I can do in nif scope to stop this from happening? maybe disable physics somehow?

 

And in response to kitcat81's post, is there any way to disable or alter these "system blocks" you speak of? And could you elaborate on how to change the animation markers? that would be extremely helpful. thanks!

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To respond to greekrage's post, I have done the exact same thing. It works fine when I use vanilla static objects, but when i add, say, my custom static nuka-cola bottle, the whole thing drops to the ground and becomes a physics object. Wmy only wonderment is, is there something I can do in nif scope to stop this from happening? maybe disable physics somehow?

 

And in response to kitcat81's post, is there any way to disable or alter these "system blocks" you speak of? And could you elaborate on how to change the animation markers? that would be extremely helpful. thanks!

that dropping is called Havok settle i think...(very annoying )Im sure there is a way to stop it...but i havent had the need to look for it...

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After looking for a while, does anyone know how to add a workbench scrip to an activator to simply avoid all of that furniture and animation nonsense? I'm not too good with scrips, but i remember back in the GECK, all you had to do was apply the script to a new model to make a workbench. Obviously the creation kit is quite different, or I'm just looking at it the wrong way...

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To respond to greekrage's post, I have done the exact same thing. It works fine when I use vanilla static objects, but when i add, say, my custom static nuka-cola bottle, the whole thing drops to the ground and becomes a physics object. Wmy only wonderment is, is there something I can do in nif scope to stop this from happening? maybe disable physics somehow?

 

And in response to kitcat81's post, is there any way to disable or alter these "system blocks" you speak of? And could you elaborate on how to change the animation markers? that would be extremely helpful. thanks!

You can delete these 2 blocks completelly or try to replace them with something that is of the close size and required type ( something non movable in your case). Deleting these blocks will make the item pure decoration. No physics so you will be able to go through it which is not always good. About replacing the collision you can check this thread https://forums.nexusmods.com/index.php?/topic/5209230-replacing-collision-in-nifskope-easy-way/

And to change animation marker you need first to find another animation marker in the game. If you type in the CK AnimFurn you`ll get a long list of keywords for animations. Use their names (without the "AnimFurn") to find the requried furniture item in the CK. When you are done with this open the furniture file and find a field called Marker Model. Don`t click anything, just copy the path . Find the same field in your furniture window, click edit, paste the path and press ok. Add an appropriate keyword for this animation. Press Ok , close and re-open. Click the Interact Point and adjust it to your furniture model. Furniture must have some name to allow player using it. Hope it helps.

 

 

You don`t really have to change animations. Just duplicate the existing chem lab (for example) and change it`s model to something you want. Should work.

Edited by kitcat81
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In the CREAtive Clutter mod we made new models of the default workbenches which have decor on them and we also made miniature versions. Basically you can make anything at all that you want for the mesh, but keep in mind that if the animation can't be used opening the menu will fail. This was a challenge with our mini workbenches. Because they're DIY compatible they're capable of snapping to walls. But if you snap them to a wall there isn't room for the animation. Same if the workbench is too close to the ground. The game will allow some NPC sinking into the ground but not too much. Once you have your custom mesh, next edit the workbench you want to replace (say armor), point it to your new nif and change the form ID. This will make a new armor workbench with the normal armor workbench functions but your new mesh. It will have the default furniture animation that the armor workbench has. You can also edit the marker model if you want a different one as kitcat81 described above.

 

Edit: I see you figured it out while I was writing this, but these instructions will help others so I'll leave them up. Plus the bit about needing room for the animation is important. :D

Edited by damanding
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