Jump to content

Havok Settle How can i remove it ?


greekrage

Recommended Posts

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

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 3dmax

or

B. 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)

or

C. 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

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 .txt

Voila you've got a cement bag without havok

 

Addendum for non-settlement objects

You can also add a havokdisabledonload script (Default script from Bethesda) to an object

Won't work for settlement objects as they will disappear with this script

Link to comment
Share on other sites

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 .txt

Voila you've got a cement bag without havok

 

Addendum for non-settlement objects

You can also add a havokdisabledonload script (Default script from Bethesda) to an object

Won't work for settlement objects as they will disappear with this script

Is it done in CK or xEdit... because i cant see that value in CK

Link to comment
Share on other sites

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...