JuJooGuppy Posted February 6, 2016 Share Posted February 6, 2016 A question for anyone who has done this, as I cannot for the life of me find what I am looking for. Basically, I have 2 lamp models, that are identical in every way imaginable except the texture, but when you create one, the player can interact with it ie run into it and knock it over where as the other remains in place. I know this has to be something stupid that I am looking past. I thought it was in the nif via the BSX flag, disabling havok, but I tried that several different ways with no luck... as far as I can tell the entries are identical (Both are in the LIGHT section). This is driving me insane, what am I missing here..? Where is this controlled? Link to comment Share on other sites More sharing options...
JuJooGuppy Posted February 6, 2016 Author Share Posted February 6, 2016 (edited) To be clear, I need to edit the .nif (AFAIK) to make it static, since this is a LIGHT I cant simply switch it to a STATIC object, if that makes sense. I know in previous games you could set the mesh itself to behave static-ly. But I can't seem to find what I am looking for in FO4, and I know I must be completely blind (I literally was comparing the 2 side by side and changing the differences.. so I am missing SOMETHING here.)I don't need a super detailed explanation, just looking to figure out where its at and why I keep missing it.Edit: I also apologize if this isn't actually currently doable just by editing, my last resort is to just past it into a working nif and adjust as I need, and I would assume it should correct the issue. But it feels, well, cheesy, and I would rather just fix the original nif. I do realize nifskope is alpha though, and hasnt yet unlocked all the data, so maybe this is not available yet idk. Edited February 6, 2016 by JuJooGuppy Link to comment Share on other sites More sharing options...
JuJooGuppy Posted February 11, 2016 Author Share Posted February 11, 2016 So, don't know if this is useful for anyone, but this is actually controlled in the bhkNPCollisionObject node, specifically bhkPhysicsSystem, which, due to alpha limitations, isn't hand-adjustable, you have to rely on objects of very similiar shape / size and copy over, or the long method of "building" a new collision mesh by copying over the collision of a square object or some such that you can easily control / predict, and pasting it around to complete a collision around an object.Option B is quite time consuming depending on the object lol. But so far as I can see, there currently are no alternatives. This is what controls the items being able to be knocked over / static if they are non- STATIC items (In my case it was LIGHTS I was trying to make static instead of falling over.)Hope this helps someone else who is learning, and makes any kind of sense.... Link to comment Share on other sites More sharing options...
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