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[LE] How to make havok-locked arrows stay in corpses?


wilwhitt56

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What im trying to do is have arrows that are havok-locked look as if they are penetrating various corpses, but the bodies don't seem to work well with it. IM also doing the same with a static great sword stabbing a man through a beam, but every time i go ingame the corpse is on the ground instead of stabbed, even though I both used the DisableHavokOnLoad script and the checkbox on the body. anyone know waht im doing wrong?

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One of those elements you can likely thank "PS3-must-be-supported" for existing. It saves memory to clear those after x time. TBH I never gave this concept any thought, and there may well be a way to set a Int or something to make them last longer

 

As a fallback though, to at least have something to meet your immersion needs, you could always play visual effect/s of arrows that appear lodged into a body. Not ideal perhaps, but not a bad alternative if nothing else seems to do the trick. You can use NiStringExtraData or whatever its called and attach to various nodes

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What im trying to do is have arrows that are havok-locked look as if they are penetrating various corpses, but the bodies don't seem to work well with it. IM also doing the same with a static great sword stabbing a man through a beam, but every time i go ingame the corpse is on the ground instead of stabbed, even though I both used the DisableHavokOnLoad script and the checkbox on the body. anyone know waht im doing wrong?

 

I've wrested with this and it doesn't work. The problem is that you cannot shut havok off from a body with what is supplied in the creation kit (tickbox and that havok script)

 

I've tried!

 

What you could do (and this is what I did) is use the static skeleton parts. It's not great if you want to have a recent body with weapons impaling them but it does work fine and you only have to use the havok script on the weapon. It's not idea as you really have only a few poses with these "bones" but you won't get the player removing the bones and having the weapon or arrow stick in mid-air.

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The basic problem is that most/all human/humanoid/monster corpses are a 'havok'd' item within their .nif (if they weren't, you wouldn't be able to 'grab/lift/drag' them), while a non-havok'd item is considered a 'Static' item in the game-engine (per its' item-characteristics in the .esm/.esp file that adds it into the game), similar to a piece of furniture.
The Havok engine, itself, will automatically seek to move any 'havok'd' item to a position where its' bounding-box doesn't intersect with the non-havok'd "static" object.
There's no easy solution to this problem; the only possible solution would involve creating a separate .esp/.esm which references separately-created .nif(s) of your hoped-for 'Fixed Position Arrows', with some added script that would allow those arrows to be 'take'-able items automatically-converted into 'Usable'/'Stackable' ammunition of whatever type you want them to match.
That's some specialized coding which, for me, would seem to be a needless added burden on both basic load-order and the Papyrus-Engine (depending on how-often the script would be coded to 'fire'), for a very-few locations that your mod would add/adjust.
My advice would be to adjust your hoped-for 'decor' in that cell to *not* include those arrow-perforated corpses.

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Just saying you rly should pursue the VFX route. Doesnt even need script just assign the corpse an outfit that has enchanted ARMO piece on it. The enchant can play art files as VFX. Those art files are the spikes/arrows and can be anywhere and any position. They wont have collision (actually they could but itd be complicated) but its prolly one of your better options here

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