PJMail Posted October 1, 2023 Share Posted October 1, 2023 I have a misc object that every NPC kicks around when they run up to it.I want to be able to pick it up and drop it like a normal inventory item, but for it to stay where it is dropped. What makes a moveable object 'heavy'? Thanks. Link to comment Share on other sites More sharing options...
South8028 Posted October 1, 2023 Share Posted October 1, 2023 Collisions. Physics collisions interact with the physics of the world and have weight. Static and keyframed collisions (animations) do not interact and have no weight. Link to comment Share on other sites More sharing options...
PJMail Posted October 1, 2023 Author Share Posted October 1, 2023 I understand it is collision, but what actual attributes of the collision would make an object able to be picked up and dropped from inventory, but not kicked around?There is are a number of attributes on the collision mesh (one called mass) as well as "weight" in the object attributes. I know I could set it to keyframed via script - but that seems messy. Link to comment Share on other sites More sharing options...
niston Posted October 2, 2023 Share Posted October 2, 2023 1) The weight of an object is called "Mass (kg)" in 3ds2) There is "Object Type" as well, which additionally governs behavior of the object. I think the one you want will be "Static", so you can pick it up and move it in workshop, but otherwise it won't budge. I have absolutely no idea what these are called in nifskope. Link to comment Share on other sites More sharing options...
PJMail Posted October 2, 2023 Author Share Posted October 2, 2023 I thought the static attribute on the collision meant it would make it not havok settle? I hit that issue when I tried to use a normal workshop object as an inventory object and found when I dropped it from the inventory it hovered in the air. New collision made it fall, but it is too 'light'. I am also unsure what the various attributes mean in nifscope, but assumed the original Bethesda collision was 'static'... Link to comment Share on other sites More sharing options...
niston Posted October 2, 2023 Share Posted October 2, 2023 IceStormNG tells me that Props collision type could be used, which is the one used for ground objects. These can, however, be knocked over by NPCs. You can make them heavy by mass, but that then likely also means you can't Z-Key them - "This object is too heavy". Link to comment Share on other sites More sharing options...
South8028 Posted October 2, 2023 Share Posted October 2, 2023 https://disk.yandex.ru/i/IiQdS3bn3EzhAw Link to comment Share on other sites More sharing options...
lee3310 Posted October 9, 2023 Share Posted October 9, 2023 You can also edit the mass in NifSkope but you have to create new collision first: Link to comment Share on other sites More sharing options...
b3w4r3 Posted October 9, 2023 Share Posted October 9, 2023 You could create a static object and store it in an interior cell. Place your misc object where you want it and use an OnActivate block to move the static object to it's position. Link to comment Share on other sites More sharing options...
PJMail Posted October 9, 2023 Author Share Posted October 9, 2023 Lee3310 - I mentioned that, but what value would stop it being kicked around but still light enough to carry? I could have just spent a lot of time experimenting, but asked here in the hope of gaining from the experience of others. B3w4r3 - disabling its physics (keyframed?) is a simpler option, but I would rather use that as a last resort. Link to comment Share on other sites More sharing options...
Recommended Posts