gorshkov Posted March 21, 2014 Share Posted March 21, 2014 (edited) I've created a custom mesh in blender for a mod I'm working on, and have assigned it to an activator. It renders properly - I see it just as I'm supposed to. Collision mesh seems to be working normally - when in game, I can bump into it, have to move around it, all the things you'd expect. But I can't activate it - it seems to be a static object. When I go into the console and try to select it with my mouse ... I select whatever is BEHIND it. I'm sure I'm just missing a setting in blender or nifscope - but WTF? Any help would be appreciated - this is a show stopper for me :sad: EDIT: I know the problem isn't with the activator per se - if I set it to point to a vanilla mesh, it works properly. Change it again for mine ..... and the same problem. Edited March 21, 2014 by gorshkov Link to comment Share on other sites More sharing options...
jazzisparis Posted March 21, 2014 Share Posted March 21, 2014 This activator, what exactly does it do?Is it scripted (if so, please post the script)?When you approach it and point the crosshair at it, does it show rollover text? Link to comment Share on other sites More sharing options...
gorshkov Posted March 21, 2014 Author Share Posted March 21, 2014 This activator, what exactly does it do?Is it scripted (if so, please post the script)?When you approach it and point the crosshair at it, does it show rollover text?11. It's a teleporter pad2: yes, included3: No. Nudding. null. I initially used the Teleporter Pad from Zeta, and it worked as expected. I'v ealso used the meshes for other teleporters I've been able to find in other mods. Hell - I even used the mesh for the hiddden mine, and it worked. Link to comment Share on other sites More sharing options...
jazzisparis Posted March 21, 2014 Share Posted March 21, 2014 3: No. Nudding. null.Then there may be a problem with the collision object settings in the NIF file. Attach it here, if you like, and I will take a look at it. Link to comment Share on other sites More sharing options...
gorshkov Posted March 21, 2014 Author Share Posted March 21, 2014 3: No. Nudding. null.Then there may be a problem with the collision object settings in the NIF file. Attach it here, if you like, and I will take a look at it. Thanks muchly - I figure it's either in there or blender, when I export it. The forum won't let me upload a .nif or .zip/.7z file, so I had to rename it to a .txt get it to post. Hope it goes through. Link to comment Share on other sites More sharing options...
gorshkov Posted March 22, 2014 Author Share Posted March 22, 2014 PROBLEM SOLVED! I went to the nifscope site, and spent way too much time reading the docs on the file format, what is used when. I fired up Blender and looked at the fields in the export dialog. Sure enough, somehow - I honestly don't remember how or when, or why - the flat "Use BSFadeNodeRoot" was unchecked. So I checked it, copied the newly generate .nif file straight to my meshes directory, and bingo - it works as it should. Thanks for the effort, jazz - your confirmation of my suspicions at least sent me searching in the right direction :) Link to comment Share on other sites More sharing options...
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