djjohnjarvis Posted May 18, 2016 Share Posted May 18, 2016 I was just trying out the new custom collision support for Fallout 4 and made a few objects destructible. I might turn it into a mod but I thought it would be fun to share. As you can see objects will break apart with physics so you can smash your way through fences and whatever else happens to be in your way. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 18, 2016 Share Posted May 18, 2016 That's pretty cool! I wish Bethesda themselves had actually made more things destructible, it will be a big undertaking to add destruction to everything that you could realistically destroy, so good luck! I actually thought about making it so that you can smash locked containers open but I didn't carry through with it (yet?), I'm just doing a Power Armor playthrough and I was thinking that it was pretty silly that my character could pick a lock with those big unwieldy hands but not punch a crate open. Link to comment Share on other sites More sharing options...
DarthWayne Posted May 18, 2016 Share Posted May 18, 2016 That would be a funny feature. Can't pick the lock? Allright, just destroy the container then and let the some random items spawn next to it.Looks great btw! I think I have to give that official nif exporter a try. Couldn't really get it to work with max 2014 yet so I continued to use the unofficial one. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 18, 2016 Share Posted May 18, 2016 Some objects like those wooden boxes actually have destroyed versions in the game files, it will probably be more work for objects that don't. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted May 18, 2016 Author Share Posted May 18, 2016 That would be a funny feature. Can't pick the lock? Allright, just destroy the container then and let the some random items spawn next to it.Looks great btw! I think I have to give that official nif exporter a try. Couldn't really get it to work with max 2014 yet so I continued to use the unofficial one.Yeah that's a nice idea and could be done.Whilst the official exporter works well enough so far I still had to use the unofficial importer to get the models into max since there doesn't appear to be official support for that so it still has its uses. Some objects like those wooden boxes actually have destroyed versions in the game files, it will probably be more work for objects that don't.Yeah well the fence doesn't appear to have a destroyed version from what I could tell so I would have certainly needed to edit the mesh for that one. It is a relatively slow process though I will admit so I I will have to think about what objects to prioritise. Still a hell of a lot quicker than editing values in Nifskope for Skyrim to get custom collisions fixed up though. Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted May 18, 2016 Share Posted May 18, 2016 Sorry, I didn't mean to imply this wasn't a lot of work, I'm sorry if it came off that way. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted May 18, 2016 Author Share Posted May 18, 2016 Sorry, I didn't mean to imply this wasn't a lot of work, I'm sorry if it came off that way.Oh no, I didn't take it that way. I was just agreeing that there is a lot of work and rambling about other stuff so don't worry about offending me haha. Link to comment Share on other sites More sharing options...
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