Qrsr Posted April 9, 2024 Share Posted April 9, 2024 Thats funny since: WorkshopOverrideXBoundMin [AVIF:00249E6B] WorkshopOverrideXBoundMax [AVIF:00249E6A] WorkshopOverrideYBoundMin [AVIF:00249E6C] WorkshopOverrideYBoundMax [AVIF:00249E6D] I missed to add these: WorkshopOverrideZBoundMin WorkshopOverrideZBoundMax Would negative numbers work? Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 10, 2024 Share Posted April 10, 2024 On 4/9/2024 at 3:45 PM, Qrsr said: Thats funny since: WorkshopOverrideXBoundMin [AVIF:00249E6B] WorkshopOverrideXBoundMax [AVIF:00249E6A] WorkshopOverrideYBoundMin [AVIF:00249E6C] WorkshopOverrideYBoundMax [AVIF:00249E6D] I missed to add these: WorkshopOverrideZBoundMin WorkshopOverrideZBoundMax Would negative numbers work? yes Link to comment Share on other sites More sharing options...
Qrsr Posted April 10, 2024 Share Posted April 10, 2024 22 minutes ago, RoNin1971 said: yes Will it solve the issue for SKK? Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 10, 2024 Share Posted April 10, 2024 18 minutes ago, Qrsr said: Will it solve the issue for SKK? No. It only affects the collision bounds while building. For example: I've been adding a WorkshopOverrideZBoundMin -16 to my floor pieces lately, which allows them to sink into the ground, for 16 points. This however does not do anything for the havoc physics. 1 Link to comment Share on other sites More sharing options...
gislijohann Posted December 20, 2024 Share Posted December 20, 2024 This is a bit late but if anyone is running into this issue. You have to generate the precombine data for the cell. "World > PreCombine Geometry for Current Cell" in the CK. Keep in mind this creates precombine files you'll need to include with your mod. Those files would be data/Meshes/PreCombined and data/PS4 (Not sure whether the ps4 one is required though obviously. I haven't tested it.) 1 Link to comment Share on other sites More sharing options...
niston Posted February 2 Share Posted February 2 Has anyone tried creating collision that uses the "Ground" object type in 3ds, for the Collision Group? Link to comment Share on other sites More sharing options...
pepperman35 Posted February 7 Share Posted February 7 (edited) Okay, I tried a simple experiment in 3ds max. Built out a 1280 x 1280 x 1028 structure. For the floor, I used Ground as the object type for the Collision Group. For the walls and roof, I used Static as the object type for the Collision Group. Exported and ran it through Elric…no issues. Created a static object in the CK with this mesh, with no keywords added. Added it to a test cell. Navmeshed it and added the coc marker and the workbench (WorkshopWorkbenchInterior). COC to this cell. Collision works fine (i.e., player does not fall through the floor nor pass through the walls). In workshop build mode however, objects are NOT able to be placed. Went back to the static object and added the single keyword WorkshopStackableItem as worm82075 mentioned earlier in the threat. COC to the cell again. In workshop build mode, objects are able to be placed. CaveRmFloor512Mid01 has no keywords associated with the static object. However, DCKitMudGround01 has the WorkshopStackableItem keyword. BldWlpSmFlrCeil01 also has no keywords associated with the static object. So if CaveRmFloor512Mid01 works and it does work, it must have something in the collision that is allowing workshop build mode to function properly. Edited February 7 by pepperman35 Link to comment Share on other sites More sharing options...
RolazLaguna Posted February 7 Share Posted February 7 (edited) I had a similar problem. As worm82075 said, WorkshopStackableItem was the solution in my case: I made a copy of the floor in CK, added this keyword actor value to my copy and batch substituted all floors with the copy. Certainly there is a more elegant solution though. Edited February 8 by RolazLaguna Link to comment Share on other sites More sharing options...
pepperman35 Posted February 7 Share Posted February 7 Okay, same procedure as noted above; however, this time I took note of gislijohann's post and generated the precombine data for the cell. "World > PreCombine Geometry for Current Cell." In workshop build mode, objects were indeed place able. Link to comment Share on other sites More sharing options...
Glitchfinder Posted February 8 Share Posted February 8 It's a combination of the two. The workshop treats all precombined meshes as though they are terrain. Similarly, any object with the "WorkshopStackableItem" actor value is treated as terrain by appropriate workshop items, allowing them to be placed on the object like they can be placed on the ground. As a related note, workshop items that needs to be placed in dirt, such as crops, are actually looking for the dirt physics material. This means that it's entirely possible to make additional workshop items such as the planters added in one of the DLCs. Link to comment Share on other sites More sharing options...
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