Mudguy47 Posted May 18, 2014 Author Share Posted May 18, 2014 Now I have a new issue I need help solving, this one involving activators, specifically a sink activator. My issue is that I had found this really cool sink that would match my house, this is it, and I can't get it to be an actual sink. I have made it have the purified water but I can't activator, another problem I am having is that I can walk through the sucker now which I wasn't able to before. I have been using modders resources and have managed to get them all working such as the workbench vice and reloading press (I got the broken down pieces) and a mirror which has a script to show the barber menu. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 18, 2014 Share Posted May 18, 2014 Look at the model in nifskope and see if it actually has collision. Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 18, 2014 Author Share Posted May 18, 2014 The only thing relating to collisions and that would be bhkCollisionObject. There is also a rigid body but I don't think that is affecting anything. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 19, 2014 Share Posted May 19, 2014 Generally when you create a new activator and want to be able to interact with it you have to give it a name. Have you done that? The bhkCollisionObject should link to a bhkRigidBody which in turn should link to something else which actually defines the bounds of the collision model. If you don't see any colored edges for a collision model inside of nifskope, it's likely that it doesn't exist or isn't linking to the correct nodes. Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 19, 2014 Author Share Posted May 19, 2014 Yes it has a unique name, both FormID and actual name, I have set it's water type to d1purifiedwateror30h, I gave it the sounds that other sinks in the game have. The navmesh generation import options are set to Bounding Box. Those are all the settings I have on the activator. As for the collision lines, I see little red lines on the side of it if that's what you mean. To be frank I have absolutely no clue what any of that is whatsoever, at least when I can here for help with the GECK I knew how to work it somewhat. Link to comment Share on other sites More sharing options...
TrickyVein Posted May 19, 2014 Share Posted May 19, 2014 Sounds like everything should be there for you to be able to interact with it. Where'd you get the model from? I'm curious to have a look at it. Or you can PM me the .nif. In your first post when you raised this issue you said another problem I am having is that I can walk through the sucker now which I wasn't able to before. So were you ever able to interact with it before? What's changed? Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 19, 2014 Author Share Posted May 19, 2014 (edited) I got it from Speedy Resources here on the nexus. I'm not at my computer right now but I believe it is called kitchensink01.nif.I wasn't able to interact with it at first but it did have a collision. I think I must have changed the navmesh generation option. Edited May 19, 2014 by Mudguy47 Link to comment Share on other sites More sharing options...
rebellorebellion Posted May 24, 2014 Share Posted May 24, 2014 hey im still confused on how to create a quest and add dialog Link to comment Share on other sites More sharing options...
llamaRCA Posted May 24, 2014 Share Posted May 24, 2014 hey im still confused on how to create a quest and add dialog This tut at the wiki is quite good. Link to comment Share on other sites More sharing options...
Mudguy47 Posted May 25, 2014 Author Share Posted May 25, 2014 Heh my GECK likes to crash when I try to look at the Dialogue tree at the end of the quest box. Is this crash solved by the GECK Power-up addon? Link to comment Share on other sites More sharing options...
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