MtB Posted January 6, 2010 Share Posted January 6, 2010 Where can I find a FULL guide on creating exterior world spaces with hills, trees, grass, rivers and what-not? Is there an easy way to create towns in the exterior world space? The problem I have is that when I place items and then move the camera to see how everything relates to each other and begin to shuffle buildings about they appear to cross an invisible border that places it into an entirely new cell which causes everything else to disappear. This totally screws up my spacial awareness. Is there a way I can make a non-static item static so that it can be included in a Static Collection (SCOL)? Is there a way to make ham radios usable where, upon activation, the player can enter into a verbal conversation? If so how do I do this? Link to comment Share on other sites More sharing options...
pkleiss Posted January 7, 2010 Share Posted January 7, 2010 I haven't used this myself, but it came reccomended: LINK. The "invisible boundary" is a new cell, you can view the cell boundaries by clicking on the Navmesh icon. The cell boundaries appear as thick green lines. You can make a non-static item into a static one by extracting the NIF from the BSA. Then edit any static object, give it a new ID, and point its model to the NIF you extracted. Save the new object and you now have a static object that looks like your original non-static one. Once you save the new object, you can delete the extracted NIF. You just need to extract it so that you can point to it in your new static object as the GECK will not let you use NIFs that are in the BSA, but the game will use it. To make a conversation with a ham radio, you have to make it a talking activator and give it a new voice type (you will need to create the new voice type) and editor reference ID, then create a normal conversation in the topics tab of a quest where the infos use a condition: GetIsId = <The editor ref ID of your talking activator>. This would require adding voice files for the spoken dialogue as there aren't normally subtitles for talking activators, so without voice files, you would not be able to tell that the conversation was taking place. Link to comment Share on other sites More sharing options...
Recommended Posts