Jokerine Posted September 18, 2015 Share Posted September 18, 2015 Hello everybody! I have a bit of a weird question I guess. In my current FO3 mod I have two turrets sitting atop buildings to guard the area and they work just fine. Here is a pic (the crow nest has no collision because the turrets kept getting squeezed out). http://i.imgur.com/HleaOzd.png?1 That is all fine and dandy, but if the player goes up there and starts pushing them around, they could perfectly make them fall to the floor. I tried replacing them with the ceiling-mounted ones, but again the player was able to shove them around (I didn't know you could do that...) So, I was wondering if anybody knows of a way to prevent this and make these creatures unmovable so the player cannot push them? I tried editing the skeleton of the turret in Nifskope to make it static, but it seems like that didn't work. The body nif doesn't have collision so I guess that's not the one that would need editing. I also tried with collision markers around them, but they kept falling off the roof when I did that, even though I tried to put them far away so the collisions wouldn't clip. Really weird. I get the feeling I may be missing something really obvious... Any help or insight would be appreciated! :smile: Link to comment Share on other sites More sharing options...
DaemonGrin Posted September 18, 2015 Share Posted September 18, 2015 Is there not a check box on the model list or animation list to toggle pushable on and off like in FNV? Opened FO3 geck and yup go to your turrets creature data tab to animations and check Not Pushable. Good luck,Geoff Link to comment Share on other sites More sharing options...
Athelbras Posted September 18, 2015 Share Posted September 18, 2015 (edited) What I do is make a duplicated item for my mod that refers to an edited version of the original mesh. The edit simply sets the Mass entry to 0 in the bhkRigidBody record. That causes the otherwise moveable object to no longer be moveable. For example, an original moveable wooden barrel thus became an immobile "water barrel" with a visible water overlay on its top, with drinking activation. Did that in my Goodsprings Tented Campsite mod. Might work for Turrets; might not. Edited September 18, 2015 by Athelbras Link to comment Share on other sites More sharing options...
Jokerine Posted September 18, 2015 Author Share Posted September 18, 2015 Thanks, Athelbrash. I've done that plenty of times, too. I was just wondering about this one because it's a creature, not furniture or clutter. :) And DaemonGrin, that did the trick! I knew that I was missing something obvious. I sure feel dumb now, haha! Thank you :) Link to comment Share on other sites More sharing options...
DaemonGrin Posted September 18, 2015 Share Posted September 18, 2015 And DaemonGrin, that did the trick! I knew that I was missing something obvious. I sure feel dumb now, haha! Thank you :smile: Hey, just glad I could help you with something! I in fact recently was making a large mod that I created holo turrets for so this was right up my alley. Good luck,Geoff Link to comment Share on other sites More sharing options...
SnakeSlippers Posted October 30, 2017 Share Posted October 30, 2017 Time to raise this post from the dead. Found it looking for help with turrets. Any idea how to replace the model of the ceiling turret or any turret I guess, with a different model? I have a Gatling gun mesh I want to be stationary and be able to shoot when you activate it but can't figure it out. Link to comment Share on other sites More sharing options...
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