SomeWelshGuy Posted May 21, 2011 Share Posted May 21, 2011 (edited) As part of Immersive Interiors I'm going to use havok-less signs for the shops, to stop an issue where they'd fly about outside the window. Is there some kind of automated script I can use that strips the havok data from numerous meshes? Removing it mesh by mesh is getting pretty tiresome. Edited May 21, 2011 by SomeWelshGuy Link to comment Share on other sites More sharing options...
Ghogiel Posted May 21, 2011 Share Posted May 21, 2011 (edited) if there is a way... if may involve PyFFI. that thing does batch functions on nifs. I have no idea how to set it up if it actually can. but you would probably need it to do the equivalent of the nifskope function of Spells>Blocks>remove by ID. And th ID would be having only the Bhk blocks ripped out. No ideas beyond that. Edited May 21, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
ziitch Posted May 21, 2011 Share Posted May 21, 2011 (edited) I think if you remove the bhkCollisionObject, BSX/BBX, and bhkRigidBody branches through NifSkope or if PyFFI has that function it should work... Edited May 21, 2011 by ziitch Link to comment Share on other sites More sharing options...
Ghogiel Posted May 21, 2011 Share Posted May 21, 2011 Um... yes. But he is looking for a way to do this in a batch. He's not asking how to remove havok data... Link to comment Share on other sites More sharing options...
Grumpf_be Posted May 22, 2011 Share Posted May 22, 2011 You can ask DragoonWraith if NifSE can't do that. Check http://tesnexus.com/downloads/file.php?id=21292. Link to comment Share on other sites More sharing options...
LHammonds Posted May 24, 2011 Share Posted May 24, 2011 Remove havok or change it to a static? You can take an object such as a sword and edit the following properties to turn it into a static object: bhkCollisionObject --> bhkRigidBody --> Layer (Change from OL_WEAPON to OL_STATIC)bhkCollisionObject --> bhkRigidBody --> Layer Copy (Change from OL_WEAPON to OL_STATIC)bhkCollisionObject --> bhkRigidBody --> Motion System (Change from MO_SYS_BOX to MO_SYS_FIXED) At least as far as I can remember. Someone once asked a similar question and this answer worked for them. Scripting a change in these values may be easier...maybe not. Link to comment Share on other sites More sharing options...
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