lee3310 Posted February 17, 2023 Author Share Posted February 17, 2023 (edited) yeah thats the only solution or use something else... Its not that simple thought since it has to be done at a nif level (nifskope)... Basically take the nif remove the physics and then import it as a different model/static I'm planning on removing the physics node in nifskope and start from there but i don't know if the scol nif it self can be fixed or i have to do it on each object.I also don't know if i can get away with just editing the BSXFlags (Trial and error). Edited February 17, 2023 by lee3310 Link to comment Share on other sites More sharing options...
greekrage Posted February 17, 2023 Share Posted February 17, 2023 yeah thats the only solution or use something else... Its not that simple thought since it has to be done at a nif level (nifskope)... Basically take the nif remove the physics and then import it as a different model/static I'm planning on removing the physics node in nifskope and start from there but i don't know if the scol nif it self can be fixed or i have to do it on each object.I also don't know if i can get away with just editing the BSXFlags or do i have to remove the NPC collision node (Trial and error). Im afraid that you have to start the scol from scratch.... Any changes made to elements/parts of the scol wont be seen as long as they are "locked" in to the scol... This means breaking it up and redoing it so that the changed parts now have their new values ( to make sure for each part ...open it in CK /go to edit base and close again... Then do a simple ALT+scroll back and forth to see the newer version )... If its a static object youre making that will be available in the workshop dont forget to add a pivot (static collection pivot...) This marks the surface depth when placing and its pivot point... This gets included in the scol so open the markers to be able to see it when selecting the parts. Without it the scol will go to the Z of one of the objects involved when placed. Link to comment Share on other sites More sharing options...
lee3310 Posted February 17, 2023 Author Share Posted February 17, 2023 yeah thats the only solution or use something else... Its not that simple thought since it has to be done at a nif level (nifskope)... Basically take the nif remove the physics and then import it as a different model/static I'm planning on removing the physics node in nifskope and start from there but i don't know if the scol nif it self can be fixed or i have to do it on each object.I also don't know if i can get away with just editing the BSXFlags or do i have to remove the NPC collision node (Trial and error). Im afraid that you have to start the scol from scratch.... Any changes made to elements/parts of the scol wont be seen as long as they are "locked" in to the scol... This means breaking it up and redoing it so that the changed parts now have their new values ( to make sure for each part ...open it in CK /go to edit base and close again... Then do a simple ALT+scroll back and forth to see the newer version )... If its a static object youre making that will be available in the workshop dont forget to add a pivot (static collection pivot...) This marks the surface depth when placing and its pivot point... This gets included in the scol so open the markers to be able to see it when selecting the parts. Without it the scol will go to the Z of one of the objects involved when placed. I'm redoing all the scols right now and of course i forgot to add the StaticCollectionPivotDummy. Thanks again for you help. Link to comment Share on other sites More sharing options...
lee3310 Posted February 18, 2023 Author Share Posted February 18, 2023 (edited) yeah thats the only solution or use something else... Its not that simple thought since it has to be done at a nif level (nifskope)... Basically take the nif remove the physics and then import it as a different model/staticIm afraid that you have to start the scol from scratch.... Any changes made to elements/parts of the scol wont be seen as long as they are "locked" in to the scol... This means breaking it up and redoing it so that the changed parts now have their new values ( to make sure for each part ...open it in CK /go to edit base and close again... Then do a simple ALT+scroll back and forth to see the newer version )... If its a static object youre making that will be available in the workshop dont forget to add a pivot (static collection pivot...) This marks the surface depth when placing and its pivot point... This gets included in the scol so open the markers to be able to see it when selecting the parts. Without it the scol will go to the Z of one of the objects involved when placed. Unfortunately, even after changing the BXFlag to 130 and also deleting everything in the nif(s) except the triShape, the scol still fall to the ground when i run havoc sim. Separately, all the objects are static but when put them in a collection they somehow have physics.I guess i don't know how to properly make an object static. Edited February 19, 2023 by lee3310 Link to comment Share on other sites More sharing options...
RoNin1971 Posted February 20, 2023 Share Posted February 20, 2023 yeah thats the only solution or use something else... Its not that simple thought since it has to be done at a nif level (nifskope)... Basically take the nif remove the physics and then import it as a different model/staticIm afraid that you have to start the scol from scratch.... Any changes made to elements/parts of the scol wont be seen as long as they are "locked" in to the scol... This means breaking it up and redoing it so that the changed parts now have their new values ( to make sure for each part ...open it in CK /go to edit base and close again... Then do a simple ALT+scroll back and forth to see the newer version )... If its a static object youre making that will be available in the workshop dont forget to add a pivot (static collection pivot...) This marks the surface depth when placing and its pivot point... This gets included in the scol so open the markers to be able to see it when selecting the parts. Without it the scol will go to the Z of one of the objects involved when placed. Unfortunately, even after changing the BXFlag to 130 and also deleting everything in the nif(s) except the triShape, the scol still fall to the ground when i run havoc sim. Separately, all the objects are static but when put them in a collection they somehow have physics.I guess i don't know how to properly make an object static. Did you update the SCOL? (changes to the original won't take immediate effect) You can export SCOL's to a NIF & edit the NIF to remove physics & Import that as a new asset. Link to comment Share on other sites More sharing options...
greekrage Posted February 20, 2023 Share Posted February 20, 2023 (edited) as i said above...a) scols wont see the changes you make to the original parts of it ( the nifs).. Hence we have to make a new scol with the "fresh" nifs....b) Yes you can export the scol as nif (recreate nif from data) and then open it from the scol folder in meshes under the mod name (meshes/scols/yourmod...)...THis is "iffy" imo way because sometimes depending on the nif and what its made up of...might crash the CK and the game ...So best method in my opinion is always edit the original nif and then import it as a new nif (or overwrite the old DUPLICATED nif ) and use the fresh one to build the scol...A scol isnt just a collection of nifs but it also contains the data that was applied to those models and locks it all up in a nice package...BUT as you see it KEEPS that data no matter what you do to the original parts because it has made a NEW model with that data ... Look at it as a separate model that when created loses any relation to the parts that its made up with...c) depending on the complexity of what youre making you can also build new models like scols in nifskope directly but here you have to edit names etc so that you dont have duplicates of the same thing (example : a car with four wheels..but each wheel has to be named differently)..d) lastly... You have to REMOVE stuff youve placed in the location/cell before you edit it because your CK will crash when you try to load the cell the object was in...(same applies to a saved game)... Edited February 20, 2023 by greekrage Link to comment Share on other sites More sharing options...
lee3310 Posted February 20, 2023 Author Share Posted February 20, 2023 (edited) yeah thats the only solution or use something else... Its not that simple thought since it has to be done at a nif level (nifskope)... Basically take the nif remove the physics and then import it as a different model/staticIm afraid that you have to start the scol from scratch.... Any changes made to elements/parts of the scol wont be seen as long as they are "locked" in to the scol... This means breaking it up and redoing it so that the changed parts now have their new values ( to make sure for each part ...open it in CK /go to edit base and close again... Then do a simple ALT+scroll back and forth to see the newer version )... If its a static object youre making that will be available in the workshop dont forget to add a pivot (static collection pivot...) This marks the surface depth when placing and its pivot point... This gets included in the scol so open the markers to be able to see it when selecting the parts. Without it the scol will go to the Z of one of the objects involved when placed. Unfortunately, even after changing the BXFlag to 130 and also deleting everything in the nif(s) except the triShape, the scol still fall to the ground when i run havoc sim. Separately, all the objects are static but when put them in a collection they somehow have physics.I guess i don't know how to properly make an object static. Did you update the SCOL? (changes to the original won't take immediate effect) You can export SCOL's to a NIF & edit the NIF to remove physics & Import that as a new asset. I changed all the objects nifs with the new ones fragmented and rebuild the scol. as i said above...a) scols wont see the changes you make to the original parts of it ( the nifs).. Hence we have to make a new scol with the "fresh" nifs....b) Yes you can export the scol as nif (recreate nif from data) and then open it from the scol folder in meshes under the mod name (meshes/scols/yourmod...)...THis is "iffy" imo way because sometimes depending on the nif and what its made up of...might crash the CK and the game ...So best method in my opinion is always edit the original nif and then import it as a new nif (or overwrite the old DUPLICATED nif ) and use the fresh one to build the scol...A scol isnt just a collection of nifs but it also contains the data that was applied to those models and locks it all up in a nice package...BUT as you see it KEEPS that data no matter what you do to the original parts because it has made a NEW model with that data ... Look at it as a separate model that when created loses any relation to the parts that its made up with...c) depending on the complexity of what youre making you can also build new models like scols in nifskope directly but here you have to edit names etc so that you dont have duplicates of the same thing (example : a car with four wheels..but each wheel has to be named differently)..d) lastly... You have to REMOVE stuff youve placed in the location/cell before you edit it because your CK will crash when you try to load the cell the object was in...(same applies to a saved game)... Ok, so changing the BSXflag was far form enough, and after digging and some help, i found two solutions to make a nif static:1) Copy the whole collision node/branch from a static object similar in size (hard to find a similar object)2) Thanks to nifskope V10, you can build the object collision from scratch and tweak it to your liking (even change the sound effect on impact) amazing. So what worked for me, is deleted the existant collision node and generate a new static one with NifSkope "Havok>Create Convex Shape".Link for the Fo4 xml patch on SS discord. Edited February 20, 2023 by lee3310 Link to comment Share on other sites More sharing options...
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