nisen Posted April 17, 2011 Share Posted April 17, 2011 hi, im trying to keep objects hovering mid air at speicific xyz coorinates, untill theyre moved again, but after leaving the cell theyre positioned, (or exiting the game) they allways succumb to gravity and drop. Have tried using tcl on them before and after setting them up but doesnt work can this be done ingame? Link to comment Share on other sites More sharing options...
paroxysm Posted April 18, 2011 Share Posted April 18, 2011 No, it cannot be done ingame. Link to comment Share on other sites More sharing options...
nisen Posted April 21, 2011 Author Share Posted April 21, 2011 ok thanks, but how well do you know Fallout3? obviously just using the setpos quardinates makes it tempoary, but can anyone confirm this is the only way to do it was hoping there was a trick like using tcl in some order, and have a mod relies exclusively on using the setpos quardinates to place light balls, it doesnt mention them being unusable as actual fixtures, its the one by backsteppo Link to comment Share on other sites More sharing options...
ub3rman123 Posted April 21, 2011 Share Posted April 21, 2011 Hmm.. You could try adding some invisible collision to them. Place a box under it and it shouldn't drop. Also, if the object doesn't move at all, you could look into making it a static. Link to comment Share on other sites More sharing options...
nisen Posted April 21, 2011 Author Share Posted April 21, 2011 thanks, iguess your talking about adding a collision box in geck? not very familiar with that Link to comment Share on other sites More sharing options...
ub3rman123 Posted April 22, 2011 Share Posted April 22, 2011 What purpose does the item have to serve? If it doesn't need to move at all I can tell you how to make it static. Link to comment Share on other sites More sharing options...
nisen Posted April 23, 2011 Author Share Posted April 23, 2011 yea thatd be perfect, theyre light balls, for a source of colored light http://www.fallout3nexus.com/downloads/file.php?id=1074 but will making it static mean its unmovable afterwards? Link to comment Share on other sites More sharing options...
ub3rman123 Posted April 23, 2011 Share Posted April 23, 2011 Yep. However, you can use two models. One static and one nonstatic. Then when you need it to be moveable, disable the static and enable the nonstatic in its place. Do you have/know how to use Blender? I know there's some way to do this in NifSkope, but I find the Blender approach easier to understand. Link to comment Share on other sites More sharing options...
nisen Posted April 23, 2011 Author Share Posted April 23, 2011 Blender, no but guess im fine to see how the components install: lightings pretty important imo, most locations could use some tweaking that needs specific placement and colors used i know its probably doable in geck, loading the fallout.esm etc, but still seemed tricky moving light sources around on the test cell tutorial, being all thumbs :D will whim you in a few days if got Blender setup and understand the basics, thanks :) Link to comment Share on other sites More sharing options...
ub3rman123 Posted April 24, 2011 Share Posted April 24, 2011 If you get Blender installed along with the Nif importer/exporter, I'll tell you the steps to make the mesh static. It's pretty simple. Just import the model, then export it again with the Static button pressed. Link to comment Share on other sites More sharing options...
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