Hoamaii Posted April 12, 2016 Share Posted April 12, 2016 This has been driving me crazy for the past hour... I used to be able to rename fragments scripts wherever the CK offered the option (topics, perks, etc.) - either I've completely forgotten how it worked or it doesn't work anymore. I've been writing a very short fragment for a perk entry point, compile, rename... the script gets renamed all right but when I close the entry point tab, the script name is still the same stupid PRKF_FollowedByMyPerkName_xxxIDnumber... and of course, that script doesn't contain any fragment at all... If i look for the changed name script in the hidden files it never appears (and doesn't exist physically in the data files either). I tried many things, including changing the scriptname in NotePad++, saving under that new name, compiling the script in NotePad++, placing both .psc and .pex in data files, etc... Nothing works. I can then add the new-named script in the Perk tab, but of course it won't load any fragment in the entry point tab... Have I gone completely stupid, am I missing something obvious or has that CK function to rename fragments scripts stopped working? How do you guys do it? Thanks! Link to comment Share on other sites More sharing options...
DarthWayne Posted April 12, 2016 Share Posted April 12, 2016 Maybe you have to close your quest window a bit more often. These scripts are often saved when closing the window.If this doesn't work you can rename the script as you said in notepad++ and then change the fragmentname in your esp in TES5Edit. Link to comment Share on other sites More sharing options...
Hoamaii Posted April 12, 2016 Author Share Posted April 12, 2016 Thanks DarthWayne - yeah, it's like quests, you have to close the window for some features to become available but that didn't work for the script. I guess I'll have to do that with TES5edit then... Link to comment Share on other sites More sharing options...
cdcooley Posted April 14, 2016 Share Posted April 14, 2016 If you change them in TES5Edit make sure you get all of the instances where the name appears. If you miss even one the CK will happily destroy the script for you. I learned that the hard way with one of Inigo's scripts. Fortunately Gary and I both like to keep multiple backups of things. Link to comment Share on other sites More sharing options...
Hoamaii Posted April 18, 2016 Author Share Posted April 18, 2016 Hey cdcooley, Yeah thanks for the advice. No worry though, I am a compulsive saver of WIP files - everytime I modify a script, I save it in a WIP folder, even scripts I think I won't be needing again (you never know!.. ;)). Anyway, I didn't even have to make the change in TES5edit. I had tried many things except... rebooting my PC :rolleyes:. And sure enough, the next day after restarting my computer, that CK "rename script" function was working again!.. But the way (complete different matter, sorry), I seem to remember you offered to help with another issue I had with movable objects (in my case a bedroll) - I followed your advices, used a SKYL_WEAP layer and it does make things a lot better, but still not completely reliable. Moving the object (it's an activator) around with grab and releasing it will still occasionally make it sink through the ground (or floor) or flip sideways, half buried in the ground. I tried to tweak the mass, 15.000 seems to be ok, heavier it sinks faster, less than that, it flips around. MO_QUAL_CRITICAL makes it slightly more stable than MO_QUAL_MOVING and setting the Havok Material to LIGHT_WOOD helps a bit too. I'm completely experimenting here 'cause my knowledge of NifSkope is not that good. I've been trying to tweak Inertia Tensors with little effect so far, other than setting m11, m22 and m33 to a non-zero value. Would you know how these values work exactly? Sorry for hijacking this thread... should probably start another one... Link to comment Share on other sites More sharing options...
cdcooley Posted April 19, 2016 Share Posted April 19, 2016 I'm no expert with modifying the meshes either but I did have to alter some for my Storage Helpers mod. I set those three tensor values to 1.0 and also set SOLVER_DEACTIVATION_LOW and DEACTIVATOR_NEVER. But the most important changes were the linear and angular damping values, I usually set those to 2 but it varied by object to get the effect I wanted. Link to comment Share on other sites More sharing options...
Hoamaii Posted April 19, 2016 Author Share Posted April 19, 2016 Hey thanks again Cdcooley ;) Well actually, you 've helped a lot already when you suggested that I look at your Storage Helpers mod for guidance - your Read.text was very helpful, especially what you were saying about Damping and Inertia Tensors. I tried different values for Inertia Tensors - ranging from 0.5 to 2.5, incrementing them by 0.5 each time. 2.5 was not that bad, made the nif more horizontal while manipulated but it sank underground faster. I also tried different Daming values, 2.0 makes it tilt more while lesser values under 1.5 tended to make it sink. I set up to 1.5 which is the "best" compromise in my case so far. Oh, setting Restitution to 0 also helped by the way. But every change I make only results in minor gains, nothing entirely satisfying yet. I believe that the very flat shape of the bedroll has something to do with my issue, not knowing how the collision and havok are distributed along the body makes me feel like I'm trying stuff blindly. In many case, depending on the type of ground where it's being released, it almost feels like the ground collision absorbs or invalids my objects' collision. Pretty much like for the Vanilla HorseHide which does sink in the ground nearly every time you drop it... Your advices helped a lot anyway, perhaps I should turn to someone who has more experience with Nifs collision and havok than I do. Do you know of anyone? Tamira maybe? Thanks :) Link to comment Share on other sites More sharing options...
Recommended Posts