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Cooking Pot Model Fix Request


LegoManIAm94

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I am not a good at working with nif files and have been working on this model. Its all done except when I convert it to be a misc item with collision it doesn't work in-game. You can walk through it and can't pick it up. If someone could please make it so it can be dragged and picked up like any misc item and also as a static that cannot be dragged.

Edited by LegoManIAm94
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Do you know how to use nifskope? To convert an object from a static to something you can pick up you need to change the collision property. Lets use the basic apple which is something you can normally pick up. It's located in game folders as meshes/clutter/apple01.nif.

 

Load it into nifskope. First things first.. click on the tab at the top left titled Render. Make sure there is a check next to Draw Havok. This will enable you to see the collision property which surrounds the mesh. For a clutter object like apple01 the lines should be purple.

 

In the Block List which should be on the left, click the triangle symbol next to 0 NiNode. This opens up a list of other branches. Look for bhkCollisionObject and click the triangle next to that. You should now see something titled bhkRigidBody. Click directly on bhkRigidBody.

 

Down below Block List there should be a box titled Block Details. Once you have clicked on the bhkRigidBody you should see in the Block Details a heading that looks like so: Layer Oblivion Layer OL_Clutter. Double click on OL_Clutter and scroll up until you find OL_Static. Now click anywhere in the Block Details box to make the selection stick. You should see the lines surrounding your apple change from purple to red, which is the color for static objects.

 

Now save your apple with a unique name so it doesn't make every apple in the game a static object. This same basic principle can be used to convert any object from static to clutter or vice versa.

 

If you don't have nifskope...get it. Modding on any level will require use of this tool and it's not difficult to learn. Hope this helps.

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Do you know how to use nifskope? To convert an object from a static to something you can pick up you need to change the collision property. Lets use the basic apple which is something you can normally pick up. It's located in game folders as meshes/clutter/apple01.nif.

 

Load it into nifskope. First things first.. click on the tab at the top left titled Render. Make sure there is a check next to Draw Havok. This will enable you to see the collision property which surrounds the mesh. For a clutter object like apple01 the lines should be purple.

 

In the Block List which should be on the left, click the triangle symbol next to 0 NiNode. This opens up a list of other branches. Look for bhkCollisionObject and click the triangle next to that. You should now see something titled bhkRigidBody. Click directly on bhkRigidBody.

 

Down below Block List there should be a box titled Block Details. Once you have clicked on the bhkRigidBody you should see in the Block Details a heading that looks like so: Layer Oblivion Layer OL_Clutter. Double click on OL_Clutter and scroll up until you find OL_Static. Now click anywhere in the Block Details box to make the selection stick. You should see the lines surrounding your apple change from purple to red, which is the color for static objects.

 

Now save your apple with a unique name so it doesn't make every apple in the game a static object. This same basic principle can be used to convert any object from static to clutter or vice versa.

 

If you don't have nifskope...get it. Modding on any level will require use of this tool and it's not difficult to learn. Hope this helps.

 

 

I did try that in Nifskope and done it before on models but It doesn't work. I almost need the collision to connect to the model which so far it hasn't.

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OK so I looked at your model that was included in the zip file. I see there is a collision model....and it is set to be a static, which is easy enough to change. I'll be honest here, I'm still learning to do collision myself so can't answer questions as to why it isn't functioning for you. But one thing to note at least is that your collision is "boxing" in the actual cooking pot. So you won't be able to grab the pot itself. Unless you just want the entire thing, tripod and all, to be harvested.

 

Hopefully someone who has more experience with collision meshes can give us both some pointers here. I'm curious to see an answer myself.

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just an expirement

in the cookingpot2 i just export it as clutter in blender - i dont know why i change the box shape ,i guess i didnt like it

in the cookingpot3 i extra added the collision of a potion scaled so that behaves better on the ground

test them

 

 

---- i erased the pot and uploaded the other

Edited by kastano
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just an expirement

in the cookingpot2 i just export it as clutter in blender - i dont know why i change the box shape ,i guess i didnt like it

in the cookingpot3 i extra added the collision of a potion scaled so that behaves better on the ground

test them

 

cookingpot3 works! Thank you so much. I also made it a second model which is a static (Red collision) of it. Just need to finish up the mod now.

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