Jump to content

Workshop build objects float, not recognising interior floors


Recommended Posts

8 hours ago, Glitchfinder said:

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.

Nice, good information to know.  Now if we can just figure our why CaveRmFloor512Mid01 works.  I mean it does not have the "WorkshopStackableItem" keyword and it works.  It also works without having to do the precombined step...what makes this piece so special.  I have tried exporting text pieces from max using different setting but haven't been able to replicate what CaveRmFloor512Mid01 has/does.

Link to comment
Share on other sites

51 minutes ago, pepperman35 said:

Nice, good information to know.  Now if we can just figure our why CaveRmFloor512Mid01 works.  I mean it does not have the "WorkshopStackableItem" keyword and it works.  It also works without having to do the precombined step...what makes this piece so special.  I have tried exporting text pieces from max using different setting but haven't been able to replicate what CaveRmFloor512Mid01 has/does.

It's almost certainly something obscure in the havok physics data for that piece, then. I exported it from hkx format to xml to take a look, but nothing really struck me as notworthy.

Link to comment
Share on other sites

I dropped the CaveRmFloor512Mid01 into the world and turned on collisions in the CK.  The piece is outlined in red just like other static objects.  The list that Qrsr is informative as it provides colors for the respective collision types which I assume tracks with what shows in the CK.  Don't know yet if this same color scheme is used in nifskope or not.  According to the list, both terrain and ground collision would be a yellowish color.  No other collision in that list has the color of red associated with it.  As Glitchfinder pointed out, workshop items that needs to be placed in dirt, such as crops, are actually looking for the dirt physics material.  Is it possible that the physics material is part of the equation for this piece.

Link to comment
Share on other sites

I found this interesting because I made two pieces, one using Ground object type and the other using Terrain. This is for Collision Group in 3ds btw. Both use Dirt as the phys material. Exported with PE Static Art profile to NIF. Both pieces show white collision when dragged into CK, so I was confuzzled for a moment about the red collision you mentioned @pepperman35

However, I then made a small mod that adds the two pieces without any keywords or AVs as statics. Lo and behold:

wy54XSl.png

I didn't bother to add textures or anything, but as you can see I was able to build chairs on both of those pieces and plant carrots.

I'm not sure the Dirt material has anything to do with it. I chose it because it was mentioned, but it probably works with any material - except you cant plant food if its not dirt.

Files attached; You'll need to adjust the NIF paths in the esp if you want to try it. I've also included the NIFs before passing them through Elric (_noelric), for reference.

gtp.7z

 

So maybe this a more definitive answer yet @SKKmods

Link to comment
Share on other sites

1 hour ago, pepperman35 said:

Now for the $100 dollar question, I wonder if those pieces work as flooring for an interior cell and whether the procedure holds for WorkshopWorkbenchInterior. 

Absolutely any collisions will do as long as they contain a WorkshopStackableItem. Even with physics and ragdoll. You can freely place the chair on anything other than furniture. You can drop a physical object on furniture. Also, absolutely all nifs containing the initial parts of PE can have physics. PE stands for Physics Enabled. 100 dollars from you. 😂

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...