TimeShadow Posted August 20, 2014 Share Posted August 20, 2014 I have placed an activator (wall fuse box) on a wall via the GECK and when I go in game the option to activate is not there. If I tcl the console and walk around the fuse box to the side I can see the activate option. I have tried to rotate it in several ways and no luck. If anyone has a solution I would be very grateful.I had the same problem with the electrical switch and just put an item (desk) behind it and that solved the problem, but not this time. Link to comment Share on other sites More sharing options...
Belthan Posted August 20, 2014 Share Posted August 20, 2014 That might happen if the collision geometry for the wall encloses the collision geometry for the activator. The collision geometry for many building exteriors and some interior kits (e.g. vault & utility hallways) are less detailed than the object mesh. One option is what you already mentioned: put something behind the activator so it can stick out far enough for its collision geometry to extend beyond the collision geometry for the wall. Another option is to make a copy of the wall NIF and edit the collision geometry mesh to conform more closely to the contours of the object mesh. Link to comment Share on other sites More sharing options...
TimeShadow Posted August 21, 2014 Author Share Posted August 21, 2014 Thank you, can I edit the collision geometry mesh in the GECK? I've done navmeshing but not collision, so if you know of any resources could you point me in the right direction? If the task is to overwhelming I will just place an hidden activator in front of the fuse box. I do appreciate the help, I've run across this in the past in Rivet City but this is just the wall in the Megaton home and thought it would be better scrutinized. Link to comment Share on other sites More sharing options...
Belthan Posted August 21, 2014 Share Posted August 21, 2014 You would need to use NifSkope or Blender; there's no way to do it in the GECK. I wouldn't say "overwhelming" but if you haven't used them before there's a fairly steep learning curve. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted August 21, 2014 Share Posted August 21, 2014 An invisible activator will certainly do the trick... Link to comment Share on other sites More sharing options...
TimeShadow Posted August 21, 2014 Author Share Posted August 21, 2014 Thanks Guys, Belthan, I have watched a few tutorials on Blender and do eventually want become proficient in it, but for the time being it would take to much time for just my little problem. Pix, good to hear from you, I'm still working on the mod that we chatted about over a year ago and intend to use you ammo signs when complete (if I ever get there, :confused:). I think I'm going to use the activator as it's much quicker and I've spent so much time on this mod that it seems to be the only thing that I think about anymore. Thank you, ~TS Link to comment Share on other sites More sharing options...
Deleted1205226User Posted August 21, 2014 Share Posted August 21, 2014 Nice to hear from you too, and glad you're still working on your project. :) Link to comment Share on other sites More sharing options...
Recommended Posts