psycho0124 Posted November 23, 2006 Share Posted November 23, 2006 Ive seen many mods involving neat scripts and what not to create and modify items in the world of oblivion. I also enjoyed making stairways and crude structures with the paintbrush glitch. Today while playing I came across 2 stone bricks while rummaging around in Renalt Gemanes house in chorrol. At first i thought they were static items but when i got closer i saw that they could be picked up. When i did so and dropped them, they stood still in space just like the paintbrushes. The thought occured to me that with enough time, you could construct rudementary structures/walls and who knows what IN-GAME (kinda like garrys mod for hl2)! I promptly went outside and added a few of the bricks to my inventory using the console (they werent dupeable for some reason). I walled off a guard with the bricks and lobbed an arrow into him and watched him freak out behind my wall. When i did eventually leave the town (scouting for a spot to start building my own tower :^) i found that the lack of physics on the bricks had disappeared. When i returned to chorrol, my wall fell onto the floor in a messy pile. My thought is that perhaps a mod could be created to allow a spell or something to "freeze" an item once it has been placed where you want it. Maybe a spell to turn off the items physicis entirely. Creating a character to sell bricks for 1 gold or something would be cheesecake. The games cleanup routine doesnt work out in the open so anything built outside a city is likely to remain indefinately (in my experiance anyway). Anybody have any ideas if this would even be possable? If theres a checkbox somewhere in an NIF editor or something that I could uncheck to make the bricks behave like the paintbrushes I havent found it yet. I dont do much modding tho :blush: Here are a couple of save files/various screenshots involving structures I have made from objects unaffected by the havok physics engine. The first is a massive staircase made from paintbrushes which allows acess to the top of the white gold tower. The second is a small brick tower with a simple spiral staircase inside. Unfortunately the physics seems to be reenabled on the bricks when the game is loaded (which is why I needed a scripters help :^). You can roughly see what it looks like in the preview window of the save game when its loaded. Its pretty neat looking as it crashes down around the guard that was climbing the stairs inside. White Gold Tower Tour Screenies and save fileBrick Tower Link to comment Share on other sites More sharing options...
Abramul Posted November 23, 2006 Share Posted November 23, 2006 I was using sandbags, and I only made it to tier 1.http://forum.gamingsource.net/index.php?sh...c=28111&hl= I think I may try using crates, as they are easier to climb. EDIT: Forgot to mention how to do this.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).http://cs.elderscrolls.com/constwiki/index...The_Main_Blocks Link to comment Share on other sites More sharing options...
psycho0124 Posted November 23, 2006 Author Share Posted November 23, 2006 Nice! It worked like a charm. Much thanks man! :D Link to comment Share on other sites More sharing options...
VinceBly Posted November 24, 2006 Share Posted November 24, 2006 I am fascinated by Psyco0124's stairway and unable to fathom that level of patience. It seems like the paintbrush is unique among objects in Oblvion. In most ways it acts like a static object, ignoring havok physics, yet it can be picked up. Maybe someone more knowledgeable than me can explain. Also, I am confused by the section from the CS Wiki, as quoted by Abramul: 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).Using the latest version of NifSkope (0.9.5), the values listed for Motion System and Quality Type are variables that don't completely match the CS Wiki text. For example, for most files, Motion System is set to either "MO_SYS_KEYFRAMED" (static object, value = 7) or "MO_SYS_BOX" (movable object, value = 4). Although you can set it to 3, this doesn't seem necessary. Maybe a more knowledgeable person can explain this apparent mismatch between the CS Wiki and what you see with NifSkope. Povuholo, are you out there? Link to comment Share on other sites More sharing options...
Povuholo Posted November 24, 2006 Share Posted November 24, 2006 Using the latest version of NifSkope (0.9.5), the values listed for Motion System and Quality Type are variables that don't completely match the CS Wiki text. For example, for most files, Motion System is set to either "MO_SYS_KEYFRAMED" (static object, value = 7) or "MO_SYS_BOX" (movable object, value = 4). Although you can set it to 3, this doesn't seem necessary. Maybe a more knowledgeable person can explain this apparent mismatch between the CS Wiki and what you see with NifSkope. Povuholo, are you out there? :blush: Over here. But I don't know anything about this. I stick with the Construction Set and it's cell, dialogue and quest window. More knowledgeable than Abramul? Maybe in the quest area... But not anywhere else. If you have a scripting question for example, I can't help unless it's very basic. I don't know anything about texturing/modeling either. Luckily there are enough people on the forums who do know enough about some of these things and Abramul is one of them. ;) Link to comment Share on other sites More sharing options...
Abramul Posted November 25, 2006 Share Posted November 25, 2006 I'm using version 0.9.4, but I don't think that should make a difference. For the sack, I used: Motion System:MO_SYS_KEYFRAMED (Second option in the pulldown) Quality Type:MO_QUAL_FIXED (Second option, again) Note 1: Since the sack mesh I used was already a mesh for a static object, it appears that these were the previously existing values. However, the yarn mesh I applied these to is, I believe, the one that worked. Link to comment Share on other sites More sharing options...
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