sLoPpYdOtBiGhOlE Posted February 21, 2016 Share Posted February 21, 2016 (edited) 2 options I can see:1. Instead of using 1 cube to surround the table, use multiple thinner cubes to place around your table top so the items are sitting in a hollow and are not touching the collision.Like so:http://nsa37.casimages.com/img/2016/02/21/160221110243687971.jpgOr2. Edit each item model in nifskope (to set the BSX flags and remove the old collision)Use chunkmerge to create a static collision (bhkCompressedMeshShape) of each model, then add your new models as static to CK object window.Sorry if your already doing one of the above as I can't watch your video due to bandwidth limitations.So I'm only going by what you've written. Edited February 21, 2016 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
TheWorldofRipX Posted February 21, 2016 Author Share Posted February 21, 2016 (edited) 2 options I can see:1. Instead of using 1 cube to surround the table, use multiple thinner cubes to place around your table top so the items are sitting in a hollow and are not touching the collision.Like so:http://nsa37.casimages.com/img/2016/02/21/160221110243687971.jpgOr2. Edit each item model in nifskope (to set the BSX flags and remove the old collision)Use chunkmerge to create a static collision (bhkCompressedMeshShape) of each model, then add your new models as static to CK object window.Sorry if your already doing one of the above as I can't watch your video due to bandwidth limitations.So I'm only going by what you've written.Soon I really like that thin cubes around idea deal. This is my first mod and I don't know anything about using those other programs you mentioned so I might have to give this a shot I was also toying with two or three different other ways of doing this. Will end up seeing how it goes I guess Edited February 21, 2016 by TheWorldofRipX Link to comment Share on other sites More sharing options...
shonuv Posted February 23, 2016 Share Posted February 23, 2016 You should turn all those items into "static" that way they won't be affected by havoc or collision at all. It would be tedious since you have so many items, but its the best way. To do that: You can then replace your carefully placed items with these new Statics by highlighting the old items the render window, then Ctrl F. This brings up a replacement window. Uncheck the box that says Same base object type only and now you can find your newly created Static in the dropdown box. This will preserve the rotation and translation of your items. Just a warning though, after you uncheck the same base object checkbox, it takes longer to load the list since its a list of everything in the creation kit. Hope this helps, but it looks like it would be a pain to do. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted February 23, 2016 Share Posted February 23, 2016 Every method will have pro cons be it creating custom static models or using strategically placed collision. The thing I don't like about creating statics of each individual items is more bloat added to your mod.If it was a case the items in question where actual custom made models, then fine.But in the case of a display storage container that is going to display the same crap the game already has I honestly can't see the point. Myself I create a combination of the 2 methods.i would create a new model that is a height of 8 units and is the size of the table top.This model would use a noncolidable invisible collision and layer using a bhkCompressedMeshShape.This Model would be my Container and Activator for storing the player items that can be Displayed. I would then create another Cube shaped model the is the size of the table top and a touch higher then the talest item that will be displayed on the table.This model would be collidable invisible and use Static collision layer and also hkCompressedMeshShape.This model will display the items in the container, while not allowwing the user to activate (pick up) the item. I would attach a script to the noncolidable invisible container / activator.The script would have some basic math functions to place items at for example 6 spots on the table.So when a user puts an item in the container, the base form is spawned on one of the 6 spots. Basically like a custom book case, apart from the user won't be able to directly take things from the table only via the container. I recently used a similar method to make invisible in game spawnable, movable book shelves that can hold books, ingots, scrolls, potions (updating shortly as I've added support for claws, paragons and Insect jars).A shelf is made of 2 models, does not need custom static models and the stuff sits on the shelves without it "exploding" because of havok.Even though what's on the shelf can be bumped or removed by the player without entering the shelf container.But the invisible collision model makes it so the items stay within the shelf. Link to comment Share on other sites More sharing options...
soupdragon1234 Posted February 23, 2016 Share Posted February 23, 2016 i made a video showing whats happening, showing load in and then items exploding after re enter...and all my npcs have disappeared now too, even though im navmeshed. weirder, my weapons on the wall are not affected. Yeah I can what your problem is there. Basically your items are very close together the scrolls and soul gems especially. If you look at vanilla cells items are placed apart so that their collision data doesn't touch another's. The collision range usually extends beyond the edge of the visible mesh and if they touch they'll "explode" apart when the cell loads. If you look at vanilla cells that have dishes of food as an example you'll notice that the plate is raised slightly above the surface of the table and items on the plate such as say, an apple are higher still so they're above the plate and its collision data. Then when the cell loads the plate will drop a small distance onto the table and the apple will fall onto the plate. Otherwise if they're touching when the cell loads they'll "explode". As a player it can be frustrating that so many mod houses are full of static items that look great but are impossible to interact with or pick up but as a modder I can completely understand why so many modders do it it just saves so much hassle. Personally I try and maintain at least a 50:50 ratio of static and non-static so there is at least something to pick up especially if its a valuable item, nearly worthless items not so much. Link to comment Share on other sites More sharing options...
TheWorldofRipX Posted February 23, 2016 Author Share Posted February 23, 2016 well guys ive come to a fix...as much as i can do, being an inexperienced modder, that is. as sLoPpYdOtBiGhOlE suggested, i tried the "separate collison walls" idea and it worked for the exploding scrolls and gems, and the smithing items. I had some armor and a few weapons that were fine...then as soon as followers ported in for the guild starter mod, they fell down even though they were fine when i entered several times before i started that mod. I also decided, as Shonuv said that statics might be the best way to go for that stuff, so far each piece ive replaced has stayed firm...plus they are behind collision walls anyway (being a visual for named storage) so they arent getting picked up anyway. I do plan on adding a few gimmies to help the new player..ive got a new stahlrim armor set in the smithing room and will add a few weapons and a bit of gold before its done. Thanks guys...ill take any more advice you can give me. Link to comment Share on other sites More sharing options...
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