JcHARP Posted June 2, 2011 Share Posted June 2, 2011 Is it possible to make a weapon non-grab-able with "Z"? I am working on a mod and I can't think of a logical solution. I don't use OBSE just the regular scripting mechanic in the actual CS. If anyone can link me to a possible idea or implementation that would be really nice :biggrin: THANKS! Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted June 2, 2011 Share Posted June 2, 2011 Why are you avoiding OBSE? There's no reason not to use it. Not that this mod would require OBSE though... Why do you need weapons non-grab-able? There's a few ways to do it, but some may not suit your needs. Are you trying to make them so that they don't move ever? Do you want to simply disable the use of the grab key when the crosshair has a weapon in focus? Link to comment Share on other sites More sharing options...
JcHARP Posted June 2, 2011 Author Share Posted June 2, 2011 (edited) I want it as a clue to my quest which I would rather it not be disturbed by the player ever. So I would like it not to be picked up at all. Thanks for the answer :) EDIT: Also about OBSE I don't use it because I have no current need for it as of right now. I am making a mod that adds a lot of quests and a Main Story quest. If OBSE helps with that process then I will use it. If not I am not planning on working on other mods. Edited June 2, 2011 by JcHARP Link to comment Share on other sites More sharing options...
GreatLucifer Posted June 3, 2011 Share Posted June 3, 2011 setrigidbodymass 0 Done. Link to comment Share on other sites More sharing options...
JcHARP Posted June 3, 2011 Author Share Posted June 3, 2011 It works how I would like it on some points however, can I use Refs with it to only make those objects be affected? Also is there anyway to make it not move on the Z axis? When I have it a certain way, it immediately puts itself to an already pre-defined position on the Z axis when I use the command. If I try to use it with my OnActivate script it seems not to work at all. I didn't properly state what I was asking for in the first post, thats my fault. I just need a command that deactivates the Z button for that specific item using the Begin Gamemode block. Link to comment Share on other sites More sharing options...
wetblanket Posted June 3, 2011 Share Posted June 3, 2011 If you don't want it moved by the player, why not just make it a static instead of scripting? Link to comment Share on other sites More sharing options...
JcHARP Posted June 3, 2011 Author Share Posted June 3, 2011 I need it to be a weapon so players can activate it to advance the quest. Can you do that with a static item? I never thought of changing the NIF of a static item to a weapon. Link to comment Share on other sites More sharing options...
fg109 Posted June 3, 2011 Share Posted June 3, 2011 You will need to create an activator that uses the same mesh as the weapon. Link to comment Share on other sites More sharing options...
JcHARP Posted June 3, 2011 Author Share Posted June 3, 2011 (edited) You will need to create an activator that uses the same mesh as the weapon. I will try that right now :). EDIT: I can still pick it up with my "z"key. :( DOUBLE EDIT: I think it has to do with the weight property on the actual model. I know for a fact when you try to edit NIF Files in blender it gives you a weightcriteria. I wonder if that is the problem. Edited June 3, 2011 by JcHARP Link to comment Share on other sites More sharing options...
JcHARP Posted June 3, 2011 Author Share Posted June 3, 2011 I got it to work, thanks everyone who helped me get to this point. Link to comment Share on other sites More sharing options...
Recommended Posts