Razakel Posted September 18, 2010 Share Posted September 18, 2010 The idea is to add a resource for modders so that they can add books which are readable but won't go flying everywhere if you accidentally bump into them. I took a look around and I can't find this so I assume it hasn't been done. Is it even possible? Link to comment Share on other sites More sharing options...
Deleted1848331User Posted September 18, 2010 Share Posted September 18, 2010 Its possible but it may not be able to be picked up again. You just delete the collision on it I believe. Link to comment Share on other sites More sharing options...
Razakel Posted September 18, 2010 Author Share Posted September 18, 2010 Thanks for the quick reply. I did mean it for use in creating libraries so not being able to pick it up wouldn't be an issue. If it's as simple as just changing a value in Nifskope or something then I suppose I can do it myself. Link to comment Share on other sites More sharing options...
Deleted1848331User Posted September 18, 2010 Share Posted September 18, 2010 I'm not sure if it will work though. If you want to try, just delete the blue box around it and save it as something else and test it in the CS. Link to comment Share on other sites More sharing options...
Slartibart Posted September 18, 2010 Share Posted September 18, 2010 Hmm, probably best not to trust me but I think I know how to do it. Just paste a bhkcollisionobject (or whatever that block is called) from a static nif using copy/paste in Nifskope, then have the 0 NiNode refer to the new collision object for it's collision data. Finally set the new collision objects' shape data to the bhkboxshape found in the old collision object and delete the old collision object. It might require a bit of adjusting though. Oh and the box should turn red like any other static object. Link to comment Share on other sites More sharing options...
Pronam Posted September 18, 2010 Share Posted September 18, 2010 Just set the Motion system at bhkCollisionObject->bhkRigidBodyR to MO_SYS_INVALID and it won't move. Maybe setting it to RESPONSE_NONE at the Collision Response may need to be added, but probably not. Link to comment Share on other sites More sharing options...
AltDunmer Posted October 22, 2013 Share Posted October 22, 2013 bhkCollisionObject->bhkRigidBodyR to MO_SYS_INVALID Hi,I also want to make a static book and have absolutely no clue about NifSkope :sad: But since that detailed instruction motivated me to look over it, I opened the existing book mesh and made just that one change you suggested.After that I saved as a new mesh (hell I better don't overwrite working meshes :tongue:) and now I got a problem:The NIF file isn't showing up in CS :sad: What am I doing wrong? Addition: :ohdear:Ok, I forced the book now to load the weird mesh with TESIVEdit. If I try to load the game at the place where the book is it takes quite longer than normally.But it loads and I cannot move the book too.I still have doubts about that mesh since it isn't showing up in CS and the cell view shows an exclamation mark where the book should be :/I don't see this issue as solved since I still don't know what's going on with that mesh.Would be appreciate every helpful response to create clarity :smile: Irritated addition:Ok... Now I am really clueless.It seems I am to dumb to save meshes. I just opened the original mesh, didn't changed anything and saved it again under another name.Even this mesh isn't showing up in the CS :wallbash:I got too much of this voodoo in the past few days of scripting around and actually I don't used to be a designer of textures or meshes... because, well I am too dumb for it XDAny help? Cheers Link to comment Share on other sites More sharing options...
mhahn123 Posted October 22, 2013 Share Posted October 22, 2013 bhkCollisionObject->bhkRigidBodyR to MO_SYS_INVALID Hi,I also want to make a static book and have absolutely no clue about NifSkope :sad: But since that detailed instruction motivated me to look over it, I opened the existing book mesh and made just that one change you suggested.After that I saved as a new mesh (hell I better don't overwrite working meshes :tongue:) and now I got a problem:The NIF file isn't showing up in CS :sad: What am I doing wrong? Addition: :ohdear:Ok, I forced the book now to load the weird mesh with TESIVEdit. If I try to load the game at the place where the book is it takes quite longer than normally.But it loads and I cannot move the book too.I still have doubts about that mesh since it isn't showing up in CS and the cell view shows an exclamation mark where the book should be :/I don't see this issue as solved since I still don't know what's going on with that mesh.Would be appreciate every helpful response to create clarity :smile: Irritated addition:Ok... Now I am really clueless.It seems I am to dumb to save meshes. I just opened the original mesh, didn't changed anything and saved it again under another name.Even this mesh isn't showing up in the CS :wallbash:I got too much of this voodoo in the past few days of scripting around and actually I don't used to be a designer of textures or meshes... because, well I am too dumb for it XDAny help? Cheers When you saved your new mesh I assume you gave it a unique name...right? That being the case you need to ensure your new mesh is actually installed in the games data folder. Then open the CS and create a new book using that new mesh. Meaning you select a book in the CS Object window, for example Book4RareWildElves, right click on it and select edit, now change the default nif which is in this case foilio3.nif, to whatever your new mesh was named. Save the book with a unique name like Book4RareWildElvesStatic. Wouldn't want to change every Wild Elves book in the game now would we? Then actually place that new book somewhere in the game using the CS. Or if I'm correctly understanding what you tried to do, replace an existing instance of a book in game with your new mesh. Easiest way to do that is to highlight an actual instance of a book in the CS, click edit, search and replace. You will have a box open with two listings, "search for" which displays what you already have highlighted, and "replace with" which gives you a drop down menu to find your new mesh. Find your new mesh in the menu and click ok. You should now have a working instance of your new book placed in the game. Save your changes as a new esp, load it up and check it out. Link to comment Share on other sites More sharing options...
AltDunmer Posted October 22, 2013 Share Posted October 22, 2013 My fault :wallbash:I just didn't realized that I opened a mesh from the Nehrim data folder and also saved it there.So thanks for leading to the right direction of looking if the mesh is saved in the right folder. The Construction Set is linked to the original Oblivion data folder and of course the new mesh wouldn't be found in the seperate Nehrim folder :rolleyes: Yeah... Just moved the mesh into the Oblivion data folder and it found the mesh like expected XD :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm:http://lawrencegarcia.org/wp-content/uploads/2013/04/JesusFacepalm21.png Mea culpa! Cheers Link to comment Share on other sites More sharing options...
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