greekrage Posted February 9, 2022 Share Posted February 9, 2022 Hi all !! Im sure many of you know how to do this... How can i remove the havok settle properties from an object. Example : a tire,sack of cement etc. so i can use them in a scol which will later become a static without it sinking,tumbling etc. Is this value embedded in the nif itself ? Yesterday i was trying to make some set dressing objects for my crane in a mod i released like a wood palette with various objects on it to hang from the crane hook .I added various statics on to the palette and in those was some cement bags ....the result was ...well you know.. "look ma im a tumble weed !! "... Link to comment Share on other sites More sharing options...
DieFeM Posted February 9, 2022 Share Posted February 9, 2022 That is defined by the collision type, and afaik you can not modify the collision type in nifskope.So you would need to do something with collision of the object that has dynamic collision (the collision of the object that reacts to the world) so your resulting scol does not contain dynamic collision. There you have 3 solutions I use: A. recreate the collision from scratch in 3dmaxorB. repurpose the collision from a similar object (by adding a similar object with static collision to the scol and, once the nif is recreated, remove the BSTriShape node of the unwanted object from the resulting scol's nif)orC. just remove the dynamic collision (if you don't care about the collision in this object because it is small or unreachable in the resulting scol). Link to comment Share on other sites More sharing options...
Zorkaz Posted February 9, 2022 Share Posted February 9, 2022 Using nifskope:Look for an object that doesn't have havok. Look up it's collision value aka BHKPhysicsSystem (Should be 1376) and export it as a .txt Create a custom cementbag.nif and import the collision from the .txtVoila you've got a cement bag without havok Addendum for non-settlement objectsYou can also add a havokdisabledonload script (Default script from Bethesda) to an objectWon't work for settlement objects as they will disappear with this script Link to comment Share on other sites More sharing options...
greekrage Posted February 9, 2022 Author Share Posted February 9, 2022 Using nifskope:Look for an object that doesn't have havok. Look up it's collision value aka BHKPhysicsSystem (Should be 1376) and export it as a .txt Create a custom cementbag.nif and import the collision from the .txtVoila you've got a cement bag without havok Addendum for non-settlement objectsYou can also add a havokdisabledonload script (Default script from Bethesda) to an objectWon't work for settlement objects as they will disappear with this scriptIs it done in CK or xEdit... because i cant see that value in CK Link to comment Share on other sites More sharing options...
Zorkaz Posted February 9, 2022 Share Posted February 9, 2022 Nifskope Link to comment Share on other sites More sharing options...
greekrage Posted February 9, 2022 Author Share Posted February 9, 2022 NifskopeThats what i was afraid of :PI have no relation to any 3rd party apps...IF i did...i would be making a lot of crazy stuff...but at my age learning isnt that easy... Link to comment Share on other sites More sharing options...
Zorkaz Posted February 9, 2022 Share Posted February 9, 2022 Nifskope is like MS Paint. You can't do a lot but it's quick and lightweight for some tasks. Just open your .nif with it and you've got a bunch data, structured in a branch. There's one that's called BNKPhysicsSystem. It has a value that's different to each object. Unless the object has no collision, then it's "1376". You need to right click and export it, into a .txt file Open your custom .nif, look up your BNKPhysicsValue and impor the .txt file. I wrote all about it (And more) in my Static Collections tutorial(Comes with images)https://www.nexusmods.com/fallout4/mods/37329 Link to comment Share on other sites More sharing options...
pepperman35 Posted February 9, 2022 Share Posted February 9, 2022 (edited) Nifskope is just another part of the modding process/experience. You can do a lot with it. Plus, it is free. Edited February 9, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
greekrage Posted February 9, 2022 Author Share Posted February 9, 2022 obviously to do all the above i supposed i have to extract the Ba2 archives right ? and after the process is done point to the new nif from within CK to add it to my mod... Link to comment Share on other sites More sharing options...
pepperman35 Posted February 10, 2022 Share Posted February 10, 2022 Yes, you would need to extract the ba2 to a seperate directory someplace. Find the nif you are interested in, copy it, edit accordingly, the add it to your mods ba2 archive Link to comment Share on other sites More sharing options...
Recommended Posts