smashly Posted November 27, 2014 Share Posted November 27, 2014 Hi and thank you for taking the time to read my post. I'm creating a mod that offers the user to drop static items in the world as wanted.I would like to add a Navcut collision box around the item when placing tables, chairs, planters, etc it into the world. I was wondering if there's any way of placing and editting the Bounds/Origin of a collision box via papyrus on the fly as needed. I could add a cell with predefined navcut collision boxes that get moved to my newly spawned items location.I really don't like the idea of it as limits how many navcut collision boxes can be used with my mod by the limit of how many predefined navcut collision boxes I have in the cell .Not to mention the bloat of collision boxes that may never be used. My initial thought was I'd be able to use placeatme the baseid of the collision marker and set the primitive to navacut and set the bounds and origins as needed on the fly.But I just cant see a way to do it with papyrus. Any input welcomed. Link to comment Share on other sites More sharing options...
Terra Nova Posted November 27, 2014 Share Posted November 27, 2014 (edited) Right, you'd need a way to track each and every collision box created, so you can delete them when they are no longer needed. I personally can't think of a way that wont make them permanently persistent. Edited November 27, 2014 by Terra Nova Link to comment Share on other sites More sharing options...
smashly Posted November 27, 2014 Author Share Posted November 27, 2014 The tracing part is easy enough and I already have the code in place for it. It's generating the Collision Box that's the problem.I can generate it, but I can't set the Primitive Overlay type or set the Bounds of the box. Link to comment Share on other sites More sharing options...
Terra Nova Posted November 27, 2014 Share Posted November 27, 2014 You'd have to place the box in a "holding cell" and have PlaceAtMe make duplicates from it. The box in the holding cell you'd set a general size and set it to navcut in the CK. That's where I came up with the persistence issue. Link to comment Share on other sites More sharing options...
smashly Posted November 27, 2014 Author Share Posted November 27, 2014 Thank You for taking the time to provide input, it's appreciated. My initial thoughts were the same as you mention.Placeatme will only work with a BaseID and the BaseId is the collisionbox that I can't size or specify Navcut.There's no way that I know of that I can specify a predefined size, navcut collisionbox new BaseId in the object window so I can call a baseid.MoveToMe will work with an item in a cell, but then I'd need to create for example 100 predefined navcut boxes for each item type.Then I'm limited to 100 of each item, not to mention the user may never even use some items.By the way it's going it's looking like my only route is the way I dreaded doing. Link to comment Share on other sites More sharing options...
Terra Nova Posted November 28, 2014 Share Posted November 28, 2014 What way is that? Also, placing static items in the world can have unexpected results when placed on uneven terrain, so keep that in mind. Link to comment Share on other sites More sharing options...
Recommended Posts