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Tutorial: Connection Points with NifSkope for Wall Items


Tenamil

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Oh, an easy way to rename a node, such as CPA is to first select that node, then in the Details window below, look at its name field, usually the second line from the top. Right-click on it and you get three options, it's the middle option (I forget what it says, something about editing the text string or something). That let's you edit the string directly without having to do it via the header array. Whatever you type in here will be created as a new string. :smile:

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So using my examples, I would put the number 8 in, but the easiest way to find out the string numbers is just count them starting from Zero.

Er, you're kidding right? Just hover the mouse over any string and its index number will pop up in a mouseover text. No need for tedious counting ;P

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Now you'll notice below in the Strings a new line has appeared but you can't edit it.. Don't worry we'll get to that later

 

[sNIP]

 

If you look into your Extra Data List a new line will have appeared, but you can't edit it yet.

If you increment the index by more than 1, the first field is usually editable while the rest of the new fields stay greyed out until you edit the first new field. but regardless, you simply need to hit the "save" button and the fields will become editable.

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Well, the P-WS-Origin actually adjust where the Bounding Box is originates (You define the bounding box in the .esp file, with FO4Edit. Or with the CK.). The bounding box actually effects how / where wall items / hanging items place, but doesn't seem to effect ground objects. Its kinda odd, not exactly sure the why behind that.

 

Anyway, I will post a bit later here.

You can define bounding spheres within the nif using Nifskope. Look in the mesh nodes (NiTriShape etc) for the BS bounding sphere (I forget the exact name) - it's an expandable item and clicking on it will reveal the bounding sphere in the render window. You can edit the center point and radius if necessary and visually see the changes.

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Thats perfectly fine for the CPA to move to the second spot. Best way I can describe it, is it's the load order for the model. The game wants to load the properties first before loading the graphical part. The important part is making sure the Number beside the CPA matches the correct line in Extra Data List

 

It does. I'm going through the blocks, index, etc. All looks good.

I can even do block-insert and put the info in, all appears fine in nifskope.

Game mounts it in the floor.

CK doesn't see the connection point parent.

On the one that works, it does.

 

soo, issue is, what happened to make the first one work, that I cannot duplicate.

Has to be something stupid minor/weird that's making the game read the original nif

and not my modified one. sigh.

 

Why is something that should be so simple, so hard.

 

IMO the object's collision mesh is a factor, as are the actual BSX Flags that are set on the nif. I'm still investigating this issue myself.

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EDIT: derp. looks like I did make a boo-boo. stay tooned.

EDIT2: ayup. I'm an idiot. I helps to make SURE that it's using the right nif!

 

Hee hee. Been there done that got the t-shirt :) Also, I think, make sure the scale of each connection point is 1 and not 0. I suspect a scale of 0 might disable the point, but I haven't tested that theory.

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OK people, sorry about the multi-post spam. I have a question and need your help :smile:

 

I have no problem using connection points such as P-WS-Origin, P-WS-Autoplace, P-WS-Rotate or P-WS-Sinkmax in any type of nif.

 

HOWEVER...

 

I cannot get connection points such as P-Wall01 or P-Balcony01 to work in a nif that doesn't already use such node types e.g attaching a sign to a refrigerator.

 

So my question is, do these connection points only work in objects that have a particular collision mesh (e.g. junk walls will snap, but is it because they also have some special Havok setting enabled in their collision mesh????). Build-a-Bear mod works, but DDPoduction seems to have used a custom box shaped mesh instead of the vanilla bear mesh. I need to investigate this more. Any ideas?

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I have added custom snap points to objects that did not have them, like the ones you listed above. It may be a silly question, but are you putting WorkshopConnectPoints in the "Parent" line?

For example:

http://i76.photobucket.com/albums/j11/TDGaming-JuJooGuppy/CustomSnaps01_zps5t4yltps.jpg

 

(I am sure you know, but using -dif and -dif2 etc allows similiar objects to connect but not connect to the themselves. In my example its for open barbwire, my barbwire posts use -dif, so the barbwire posts cannot connect and nor can the wires, but the wires can snap to the posts.)

Another note with the custom snap points, is they need to be outside of the collision typically.. ive found that if they are too far into the collision it can cause issues, not always if its only one point, but I had an issue when I was trying to connect multiple points. So sometimes need to check the collision.

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As for the BS Bounding Sphere, I was aware of it in the NIF (Didnt realize he updated so you could see it), but I had never actually noted the effect of editing the bounding sphere in the NIF itself? What effect does that have? I will have to toy with it. Editing the bounding box thats in the .esp is supposed to adjust the box that effects how NPCs move around it, iirc. It also has an effect on hanging objects placement, but afaik its intended to adjust how NPC's move around it.

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