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Mutfruit as Container?


Zenticle

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I was wondering if there was a way to use an Object (like the 2 Mutfruit) as a container and have them be still in the game when something bumped into them or an explosion went off. They work as containers, but they roll about in game. I was trying to do something with farming, but so far the crops keep rolling away...
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a script for them? Make a special Mutfruit for your farm with this script

 

scn Whatever

 

Ref Me

 

Begin OnActivate (OnHit might work too dunno if it works on items though)

 

Set Me to GetSelf

 

PlaceAtMe MutfruitContainer 1,0,0 <--- Pre-Made container with Mutfruit mesh containing whatever you wanted

Me.Disable

 

End

 

This is a rough guess dunno if it would work 100%

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Please use "code" or "codebox" tags when posting script, as this will maintain whitespace formatting (i.e. indentation) and use a fixed-width font, making the code much easier to read.

 

There is no need whatsoever to use GetSelf in this context. When a reference function is called on the scripted reference, implicit reference syntax should be used. By using the method that you used above, you're simply making the script less efficient for no gain whatsoever. I'm not really sure where you got that idea from anyway - in that script you've called two reference functions on the scripted reference, and have used different reference syntax for each of them.

 

You should also be careful when using Disable like that - if a reference is never going to be used again then you should remove it with MarkForDelete.

 

I'm not sure why you would want to create a new form that will only have its references replaced upon activation, as this will work in essentially the exact same way as only creating a new container, except you don't have to replace the references. In other words, instead of making a new type of Mutfruit to be replaced with a new container, just make a new container.

 

Cipscis

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There is no need whatsoever to use GetSelf in this context. When a reference function is called on the scripted reference, implicit reference syntax should be used. By using the method that you used above, you're simply making the script less efficient for no gain whatsoever. I'm not really sure where you got that idea from anyway - in that script you've called two reference functions on the scripted reference, and have used different reference syntax for each of them.

 

You should also be careful when using Disable like that - if a reference is never going to be used again then you should remove it with MarkForDelete.

 

Yeah that's why i said at the end it was a rough guess, i'm by no means an expert in any form (Still rather a novice actually).

 

I'm not sure why you would want to create a new form that will only have its references replaced upon activation, as this will work in essentially the exact same way as only creating a new container, except you don't have to replace the references. In other words, instead of making a new type of Mutfruit to be replaced with a new container, just make a new container.

 

Cipscis

 

That's what his/her request sounds like to me, a real mutfruit to hang on a tree which can be used as a container. If it's something else altogether my apologies for reading it wrong.

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I admit, I hadn't actually really read the OP in much detail before I made my previous post. Upon reading it again, I think that the collision needs to be removed from the Mutfruit mesh in order to stop it from reacting to being bumped. I'm not sure how to do this, as it's really not my area of expertise, but I would assume that it can be done in NifSkope.

 

P.S. Sorry if I sounded harsh at all when responding to you, Stewb, that wasn't my intention at all.

 

Cipscis

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I admit, I hadn't actually really read the OP in much detail before I made my previous post. Upon reading it again, I think that the collision needs to be removed from the Mutfruit mesh in order to stop it from reacting to being bumped. I'm not sure how to do this, as it's really not my area of expertise, but I would assume that it can be done in NifSkope.

 

P.S. Sorry if I sounded harsh at all when responding to you, Stewb, that wasn't my intention at all.

 

Cipscis

 

 

That's alright, my ideas do sound rather insane to other people, so i am rather used to people criticising me. Guess that gives me a tendency to see criticism when it isn't there.

 

As for the Mutfruit, if you remove the havok stuff from it it won't react to explosions or be bumped. I had the reverse of this in one of my mods, i wanted it to be moveable but it wasn't because it needed the havok information stuff in the model.

 

Sorry Zenticle i'm not a moddeller myself so i don't know how to do this, i had it done for me.

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Hey guys, thanks for the replies and suggestions. I tried to look at a Mutfruit in Nifscope and after a lot of tinkering found that if the Mass setting gets changed from 10 to 0 the containers stop moving and still work as chests (at least on initial testing no other problems yet). :thanks:
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I don't know if you want any more help but you extract and compare "clutter\holodisk\holodisk01.nif" and "clutter\holodisk\holodisk01havok.nif". I've used them both and indeed the one has no physics at all, and the other does. Just an idea if you want to see how Bethesda did it.
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