BackAtTheRanch Posted December 20, 2010 Share Posted December 20, 2010 So i've used a mesh from a projectile, and tried to convert it into a standard havok object that can be picked up, but the in-game item is totally static(doesnt even fall) and the item can't be targeted to pick it up. I have successfully added it to my inventory through console commands, but again if dropped, it just hovers in the air and can't be picked back up. I have tried a few things in NifSkope, as i'm fairly sure this is where the problem is. I have replaced the NiTriStrips and collision related blocks of a normal clutter item with the ones i wanted, but this made no difference. If anyone knows what i'm doing wrong, some help would be great.. thanks Link to comment Share on other sites More sharing options...
davidlallen Posted December 20, 2010 Share Posted December 20, 2010 I don't know enough about nifskope to help with the details, but it sounds like you are missing collision geometry. See activator object not working for details. It may help to look at the bhkCollision object added in the poster interfer0 uploaded for me, or search them in other nifs. Link to comment Share on other sites More sharing options...
Interfer0 Posted December 20, 2010 Share Posted December 20, 2010 (edited) Under GECK what type of item is it? Static Items are items like furniture which is not what you want. Make sure your item is listed under Items, and not under World Object. Camera is an example of a Item. It can be picked up and carried in your inventory. Also Check the Mass If it is 0 it will be a static immobile option. Edited December 20, 2010 by Interfer0 Link to comment Share on other sites More sharing options...
BackAtTheRanch Posted December 20, 2010 Author Share Posted December 20, 2010 It's not a world object and the mass is 1... It was originally a projectile .nif, so i think that may be the cause? It also appears to be unselectable from the console, or in the render window of the GECK :S. Link to comment Share on other sites More sharing options...
Interfer0 Posted December 21, 2010 Share Posted December 21, 2010 I would import into blender, delete the collision object, and recreate it again. I had similar problems a few time before, but my mod files are not on vacation with me to see how I fixed the problem. Link to comment Share on other sites More sharing options...
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