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robboten

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Posts posted by robboten

  1. Here is what I found out by my research. Feel free to add things if u can.

     

    PRPS - AVIF DATA TYPE INFO DETAILS

    • WorkshopIgnoreSimpleIntersections [AVIF:0000034D] bool true = 1 lets u overlap more?
    • WorkshopPlacementAllowWaterAV [AVIF:002233CD] bool lets u place the item in water or partially
    • WorkshopAllowUnsupportedStacking [AVIF:0000034E] bool No idea...
    • WorkshopAnythingIsGround [AVIF:0000033F] bool To trick pieces that its the ground u place it on.
    • WorkshopItemClampDirection [AVIF:00000339] Haven't figured out yet either. Mostly used on lamps that should snap onto ceilings together with p-ws-autoplace. Problem is that it won't snap to anything else if applied. Not what I found out yet anyway. Still trying to understand the direction part of it.
    • WorkshopItemOverlap [AVIF:00000337] int 16 - 32 Lets u specify how much things could overlap. usually set quite small in vanilla. Like 16 or 32.
    • WorkshopSnapPointRadius [AVIF:0000033E] int lets u say how far the snap points see each other
    • WorkshopPlacementRestrictToDirtAV [AVIF:002233CC] bool only placeable in dirt, plants has this
    • WorkshopPlacementRestrictToWaterAV [AVIF:002233CB] bool only in water, like the water pumps
    • WorkshopIgnoreNonRefOccupiedSnap [AVIF:00249E73] No idea
    • WorkshopMustBeSnappedAV [AVIF:0024A013] bool force to snap only or can't be placed, doors have this
    • WorkshopOverrideXBoundMax [AVIF:00249E6A] int lets u say how much the other items can overlap the static
    • WorkshopOverrideXBoundMin [AVIF:00249E6B] int so if x of the static is from say -128 to 128 u can say xmin to 28 and max to 28 and the other piece can overlap it by 100 units on each direction
    • WorkshopOverrideYBoundMax [AVIF:00249E6D] int
    • WorkshopOverrideYBoundMin [AVIF:00249E6C] int Be careful not to override OBND on these.
    • WorkshopOverrideZBoundMax [AVIF:00249F00] int
    • WorkshopOverrideZBoundMin [AVIF:00249F01] int
    • WorkshopOverrideXYBounds [AVIF:00249D41] int Only use when both x & y are uniform, shortcut for xy max/Min at the same time but will cause problems if not uniform.
    • WorkshopStackableItem [AVIF:0000033D] bool Must be used on floors and most ceilings to be able to put things like beds on it.
  2. Interesting! What stairs do u use? Vanilla ones? I'm having huge problems with stairs and for the NPC to move from the stair to the floor above it. Had to merge the stairs and the floors for consistent behaviour. But then the other problem mentioned above appeared instead. It's quite big stairs tho... In my Snappy Housekit mod u can see it if ur interested. Same thing with smaller steps. If I add them to a floor all is OK. But when putting a wall with doorway over it they have a hard time going past it. Don't know if should navmesh the threshold for the doorway or not. Tried both but with mixed success.
  3. The tolerance in the area outside the navmesh on statics is very strange... when I look at the objects beth made they usually have about 0.5-1.5 units to the edge. How u can tell that in CK I don't know... It's really tricky to get the NPCs to walk over some objects navmeshed and snapped together. Have in my mods sooo many and always some that are a complete mystery.

     

    AKA following this subject.. ;)

  4. There is a bunch of avifs that is used on creatable objects in Fallout 4. But what do they actually do? Have been experimenting with them a lot lately and don't get any wiser. Some seem obvious but when I try it it doesn't do what I had thought, or nothing at all that I can see. Do u have any experience or info about any of these. And not just a hunch, but actually have tried and seen some change ingame with it compared to without. Beths use are inconsistent at best. The values as well.

     

    The AVIFs I'm thinking about:

    WorkshopIgnoreSimpleIntersections [AVIF:0000034D] (bool/flag - value 1)

    WorkshopIgnoreNonRefOccupiedSnap [AVIF:00249E73] (bool/flag - value 1)

    WorkshopAnythingIsGround [AVIF:0000033F] (bool/flag - value 1)

    WorkshopItemOverlap [AVIF:00000337] (int, usually quite low, like 16-32)

    WorkshopSnapPointRadius [AVIF:0000033E] (int, usually quite low, like 16-32)

    WorkshopOverrideXBoundMax [AVIF:00249E6A] (within the OBND most of the time, mostly same or 16 units below the highest X value)

    WorkshopOverrideXBoundMin [AVIF:00249E6B] (within the OBND most of the time, mostly same or 16 units below the lowest X value)

    WorkshopOverrideYBoundMin [AVIF:00249E6C] (within the OBND most of the time, mostly same or 16 units below the lowest Y value)

    WorkshopOverrideYBoundMax [AVIF:00249E6D] (within the OBND most of the time, mostly same or 16 units below the highest Y value)

    WorkshopOverrideXYBounds [AVIF:00249D41] (within the OBND most of the time, mostly same or 16 units below a uniform object = same x/y)

    WorkshopOverrideZBoundMax [AVIF:00249F00] (within the OBND most of the time, mostly same or 16 units below the highest Z value)

    WorkshopOverrideZBoundMin [AVIF:00249F01] (within the OBND most of the time below the lowest Z value)

     

     

    The only one I know make a difference is WorkshopStackableItem [AVIF:0000033D] (bool), that makes it so u can place items on the static. Like a table on a floor (set on the floor).

  5. Saw the same question in another forum with no reply. How do u properly set up a plane working as stair helper collision in 3ds max w Beth plugin. How ever I try it gets cut off or behave like a box instead of a plane. Using a flatish box that I turn to the angle of the stairs. Have tried mesh, box and so on in setting as well as trying different collision materials. Other collisions work with some fiddling but this still bugs me. Any ideas?
  6. Shouldn't you convert back to mesh too before exporting? Was trying this today too and got some results. But nifskope complained a lot about wrong arrays or so. Will experiment more later today.

     

    Also I wonder about the practical workflow for this. I can import nifs fine with materials and all in 3ds max 2016. Not in 2013. But can't use the CK tools in 16 only 13. Only way is to export as fbx from CK and import to 13. Do the collision export and merge with old static with bad collision by copy paste in nifskope. Seems very impractical to me. Is there a better way?

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