SeanS16 Posted April 25, 2016 Share Posted April 25, 2016 So I am making a small mod specifically for when Survival Mode is officially released, and I am having problems getting the final touches in. It is a consumable item, so obviously when a player drops it from their inventory, it should fall to the ground. But my item isn't doing that. It just floats in the air and I am able to walk right through it. In NifSkope, I see that there is no Collision Object referenced, but when I look at other .nifs from other mods, I don't see that field set to anything. I'm just not sure what to do to finally wrap this mod up in time for Survival Mode. I have a feeling it is a simple fix, but this is my first actual mod I have worked on, so I might be wrong. (I basically started with absolutely no knowledge of how to model, make UV Maps, custom textures, etc.) Any help would be very appreciated! Link to comment Share on other sites More sharing options...
chucksteel Posted April 25, 2016 Share Posted April 25, 2016 the model needs a collision to havok in game. Is this a custom model you've made from scratch or something pulled from the vanilla game? I would look for some clutter item in the vanilla assets that matches the size of whatever you've created and extract it from the BA2 archive then, Open both the vanilla and your new model in Nifscope, Copy the block from your model Past it into the vanilla model Make sure all the .bgsm paths are pointing to the correct materials property Delete the vanilla block from the mash-up, (Not the collision block) Save the vanilla model as "New Name" Try in game,As of right now there is no way I know of to edit or create collisions so your best bet it a mash-up that uses a vanilla collision of the same approximate size. For what your trying to do your going to need to start with a mesh that you know already has the Havok physics. Some form of clutter such as a coffee can, milk bottle, telephone and so on. Link to comment Share on other sites More sharing options...
SeanS16 Posted April 25, 2016 Author Share Posted April 25, 2016 (edited) Yes, it is a custom mesh. But I followed your instructions, and with some tweaking, it is affected by gravity! Thank you so much for your help. So now it has collision and falls to the ground like I wanted, but the invisible collision is in front of the item. How can I get everything aligned just right? Edited April 25, 2016 by SeanS16 Link to comment Share on other sites More sharing options...
chucksteel Posted April 25, 2016 Share Posted April 25, 2016 (edited) This can be a little more complicated because you still can't see the collision in Nifscope but, use transform on your new block and adjust it's position. It will probably take some trial and error but the collisions normally start in the center so I would center your block and move it. until it feels right in game. Edit: another thing you can do is open the model you used as a base in 3dMax then import your custom model over it. get your new model in the same place then export and go back and rebuild the mesh as I described above. Edited April 25, 2016 by chucksteel Link to comment Share on other sites More sharing options...
SeanS16 Posted April 26, 2016 Author Share Posted April 26, 2016 Yeah, I'm working on tuning it now. Thank you so much for your help. I'm learning a lot as I slowly iron out one problem at a time. Link to comment Share on other sites More sharing options...
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