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A bowl of water


mnkyslut

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I did originally have the bowl static. Then, I wanted to be able to activate it, so I made it an activator. For some reason, this switch in types allowed me, when play testing, to bump the bowl across the room. If I just combine the two objects that comprise the basin, it would be nice, but this is really just theory until I get another 620 watt PS for my box.
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Increase the weight. A lot.

Does that actually work? My mod has a key that weighs 200 and I can still throw it around.

 

Instead of SetPos, can't you just make it a static? (Are activators just scripted statics, or can they be havoked?)

The Activators in the activator's list are usually statics, but you can turn almost any havoked item into an activator.

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Your problem, it is solved!

 

From http://cs.elderscrolls.com/constwiki/index...nessing_Physics

bhkRigidBody

 

Just as the NiNode refers to a collision object, so the collision object in turn refers to a rigid body. This is the first of the blocks with details which it's important to configure correctly:

 

Shape: Dealt with more fully below

 

Layer: Determines the colour of the collision box in the CS

 

Translation / Rotation: Deals with the position of the shapes in 3D space

 

Center: The center of gravity

 

Mass Operates largely as would be expected, except that it doesn't affect the speed at which bodies fall. This being controlled instead by:

 

Linear / Angular Damping: A force applied in the opposite direction to the direction of the travel. The strength of that force being specified by integers with 100 being the highest. Using this on the skeleton.nif for instance it has been possible to change the speed at which corpses fall.

 

Friction & Restitution: These properties affect how quickly a body will lose momentum (although of course it should be borne in mind that the friction of the surface the object comes into contact with will also be relevant).

 

Motion System & Quality Type:The most useful thing to know about these properties are these two permetations: MS - 7; QT - 1: will be a static object (eg. architecture); MS-3; QT- 4: will be a moveable object (eg. weapons, items, etc).

So, load up NIFSkope, and change those two values. It isn't quite clear if it means -x and -y, or x and y...but it isn't all that hard to try both. Actually, since you can run Havok in the CS, you won't even need to start the game.

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Although, I may try the above if I ever need to, there should be another way to fake an activator that most people won't notice. I use it for secret doors mostly, but it should work for this as well.

 

If you want to use a non-havok enabled invisible mesh (I.E. Oblivion/Data/meshes/dungeons/misc/collisionbox01.nif) as the activator and leave the bowl static, you can place and resize the new collisionbox based activator around, or above the bowl so that the player activates it when targeting the bowl. High in Finesse? No, not really. Effective? Certainly. And no havok calculations will be wasted on the bowl.

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