PJMail Posted September 21, 2023 Posted September 21, 2023 Specifically an existing mesh red toolbox (Meshes\SetDressing\Toolbox\toolbox.nif) - but a general quesstion. If you craft it as an ingestible and drop it from your inventory - it hangs in the air. You can drop other ingestibles (say a stimpack) and they fall - so ingestibles are governed by Havok, (Crafting it as a Misc doesn't make a difference). It has collision, so what else does it need that I can access via nifscope (I don't have other tools)? Thanks
greekrage Posted September 21, 2023 Posted September 21, 2023 hmmmBut its a container...I cant test right now....but try doing a suitcase,trunk,medkit etc...They will probably act the same...Have you tried making new collision for it in 3dsmax with the havoc tools...(maybe its collision isnt havoc based) ?
greekrage Posted September 21, 2023 Posted September 21, 2023 I looked at a few in nifskope...most containers are the same so i looked at bsx flags...again the same...Then i looked at a pool ball....and noticed it has the Dynamic flag enabled...
PJMail Posted September 21, 2023 Author Posted September 21, 2023 Mmmm - Thanks Greekrage, I will give it a try.I was trying to use in-game assets (unmodified) and wanted a 'repair kit' object.
PJMail Posted September 21, 2023 Author Posted September 21, 2023 Made no difference. It must be it's collision as it is created as an immovable static container object, and that's the way it acts.Oh well, I may have to make my own version with the correct collision - or find a different model.
SKKmods Posted September 21, 2023 Posted September 21, 2023 I have fudged collision/physics onto floating inventory items to make them OnDrop settle in nifskope by randomly copying bhkPhysicsSystem from a similar size/mass object. There must be a proper tutorial by now tho.
LarannKiar Posted September 21, 2023 Posted September 21, 2023 (edited) You can use this tutorial to add collision to a mesh in Nifskope (with Havok Mass, see bhkRigidBody). Inserting the physics data from another, similar object would also work. Edited September 21, 2023 by LarannKiar
PJMail Posted September 21, 2023 Author Posted September 21, 2023 Thanks everyone. I have successfully used Jonathan's excellent method to redo collision a few times, I was just hoping it was something simple that did not require a modified model.
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