Rennn Posted October 11, 2013 Share Posted October 11, 2013 I'm trying to make a bookshelf react to physics in Skyrim, so I could push it around in-game.I created a new clutter object and assigned it a bookshelf mesh, but despite all other clutter objects having physics, the bookshelf still doesn't and there doesn't seem to be a way to adjust it in the CK. I'm assuming I'd need to edit the mesh, perhaps in Nifskope, but I don't know what I'd need to change. What should I do? Please help. Link to comment Share on other sites More sharing options...
BlackRoseOfThorns Posted October 11, 2013 Share Posted October 11, 2013 You will want to check out this mod: http://skyrim.nexusmods.com/mods/25068/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D25068%26preview%3D&pUp=1 The author converts statics like bookshelf into "Moveable Objects". He is still active on nexus and you can always try asking for advice. Link to comment Share on other sites More sharing options...
Rennn Posted October 11, 2013 Author Share Posted October 11, 2013 On 10/11/2013 at 10:07 PM, BlackRoseOfThorns said: You will want to check out this mod: http://skyrim.nexusmods.com/mods/25068/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D25068%26preview%3D&pUp=1 The author converts statics like bookshelf into "Moveable Objects". He is still active on nexus and you can always try asking for advice. I've seen that, but it doesn't seem to be what I'm looking for. The author put in a menu to manipulate objects, but there's no mention of whether they have physics. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 11, 2013 Share Posted October 11, 2013 In your NIF file you need a bhkCollisionObject node with a bhkRigidBody node under your BSFadeNode. What values and settings to use. No idea. But perhaps that might point you in the right direction as far as searching for help/information. Link to comment Share on other sites More sharing options...
hellgeist Posted October 12, 2013 Share Posted October 12, 2013 (edited) IsharaMeradin is correct - however, which CollisionObject node you paste into your mesh is significant, as they have behaviors. For instance, I once modded a Kwama Egg in 3dsMax into a Chuzei helmet. It works great, but if I put it on the ground, the helmet rolls around like an egg, even though its not shaped like one. So, you might look at the physics of existing objects in the game, identify one that has similar physics to the shelf you are making, and then extract the corresponding Nif using BSA Browser, and then use that node to start with. Just a thought Edited October 12, 2013 by hellgeist Link to comment Share on other sites More sharing options...
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