Zoran07 Posted December 12, 2015 Share Posted December 12, 2015 I try to make some new standalone decoration static items on the workshop. They work perfectly except they are building INSIDE the surfaces, NOT ON them. :pinch: I tried many thing with many times to fix that but I can't figure how. The center of model is always stuck on the ground/table etc...I saw this kind of things in early release of some workshop mods but it seems to be fixed now. Is anyone know how to make my stuff be correct, it will save my mod ... and my day! :sweat: Link to comment Share on other sites More sharing options...
jeanlou Posted December 13, 2015 Share Posted December 13, 2015 What Properties are you using? I think the property you want to set to 1 is WorshopAnythingIsGround. Don't quote me on this tho, I have not tested it. Link to comment Share on other sites More sharing options...
Zoran07 Posted December 13, 2015 Author Share Posted December 13, 2015 I already used this property set to 1.The only thing it changed that I can put my static also inside a table not just inside the ground x") I also use the WorkshopIgnoreSimpleIntersections prop (tried not set, set to 1 or 10000...) but it doesn't either change anything. :/ Link to comment Share on other sites More sharing options...
TroJanViru5 Posted December 13, 2015 Share Posted December 13, 2015 How did you create your new static? One thing to note is that .nif files (workshop models) have a snap node (usually) that tells the item where to snap to i.e against a wall, on top of a table etc. What I really need to know is how did you add the item as a buildable workshop item? Link to comment Share on other sites More sharing options...
TroJanViru5 Posted December 13, 2015 Share Posted December 13, 2015 More importantly, what is the static item you're working with. PM me if you're concerned about mod stealers Link to comment Share on other sites More sharing options...
bombasticmori Posted December 14, 2015 Share Posted December 14, 2015 This sounds like a bounds issue. If the model you're adding is set up so its bounds are symmetrical across the origin, when told to be craftable in game, it will sink to wherever the zero point will be unless you give it a property to tell it otherwise. You can add a ConnectPoint to the model file with the name P-WS-Origin and with WorkshopConnectPoints as the root, and set the value of its translation/rotation that to be the base of whatever model you're working with. It usually will start working with me, but I have experience random crashes on a couple items I used this property on, so use at your own risk Link to comment Share on other sites More sharing options...
Zoran07 Posted December 14, 2015 Author Share Posted December 14, 2015 (edited) It's excatly I made today, but it still not working... just nothing changed.Do I have to change the static z bounds too to be adjusted to the ConnectPoint..? EDIT : I did it.. nothing changed. Edited December 14, 2015 by Zoran07 Link to comment Share on other sites More sharing options...
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