lee3310 Posted October 10, 2023 Share Posted October 10, 2023 (edited) Ah, then your best option is to find an object in game that has the same behavior as you want and check its collision data (i don't know how to do that, hopefully CK or someone else can help you with the last part). Or just copy its collision to your modded object if they have roughly the same size. Edited October 10, 2023 by lee3310 Link to comment Share on other sites More sharing options...
LarannKiar Posted October 13, 2023 Share Posted October 13, 2023 I don't remember the exact Mass values of such objects but GiddyupButtercupRef.GetMass() returns 149.63. Link to comment Share on other sites More sharing options...
PJMail Posted October 15, 2023 Author Share Posted October 15, 2023 Is this the mass when creating the Collision on the nif, or the 'weight' field on the item in xEdit? Update: It's weight is 8 so you must mean it's collision mass. I wonder what the game looks at to decide if it is too heavy to pick up? Link to comment Share on other sites More sharing options...
niston Posted October 15, 2023 Share Posted October 15, 2023 The weight field as shown in xedit is used for inventory calculations (overencumbrance) and possibly other stuff.Object interaction (such as z-keying, or actors bumping into the object) is through havok physics, which uses the mass property of the collision. Link to comment Share on other sites More sharing options...
LarannKiar Posted October 15, 2023 Share Posted October 15, 2023 fGrabMaxWeightWalking (default is 100) seems to be the one ( it's not overwritten in Fallout4.esm, I found it in the .exe.. ). The "slow down" effects are controlled by other Game Settings. Link to comment Share on other sites More sharing options...
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