SalesKital Posted May 20, 2016 Share Posted May 20, 2016 (edited) I made a supposedly static prop for Fallout 4, used a non-static nif for the base file for collision in Nifskope, and now I have a door that a player can pick up and carry with them. Does anyone know how to remove physics/havok from a nif file without removing the collision model? I still need the collision for the player to be able to interact with it and use the door. I asked on the nifskope forum but nobody there has even responded, so I figured I should ask here since this forum is far more active. Edited May 20, 2016 by SalesKital Link to comment Share on other sites More sharing options...
Ethreon Posted May 20, 2016 Share Posted May 20, 2016 Why not build the object on a normal static door nif? Is the shape special? And no, you can't do that, not with nifskope. Maybe export with CK as an .fbx, import into max 2013, edit the collision by changing it to static, export using their own plugin, then import back to CK. Link to comment Share on other sites More sharing options...
SalesKital Posted May 20, 2016 Author Share Posted May 20, 2016 (edited) Why not build the object on a normal static door nif? Is the shape special? And no, you can't do that, not with nifskope. Maybe export with CK as an .fbx, import into max 2013, edit the collision by changing it to static, export using their own plugin, then import back to CK.It's not a standard door shape. it's a book, it's only for going between areas as a load door, Like in Myst. to my knowledge we don't really have anything small enough to give it a proper collision for this. I also don't have 3ds max 2013. I have 3ds max 2010. That's the newest thing i got, I also have blender but we all know that is hell to work with unless you've put lots of hours into getting used to it. Edited May 20, 2016 by SalesKital Link to comment Share on other sites More sharing options...
Ethreon Posted May 20, 2016 Share Posted May 20, 2016 The door collision is the dimension of the item itself 24x24x4. I hope it helps. Item Link to comment Share on other sites More sharing options...
SalesKital Posted May 21, 2016 Author Share Posted May 21, 2016 (edited) The door collision is the dimension of the item itself 24x24x4. I hope it helps. Itemdo I just transfer the physics/havok elements of that nif to my nif?or do I transfer my mesh from my nif to that nif? Edited May 21, 2016 by SalesKital Link to comment Share on other sites More sharing options...
Ethreon Posted May 21, 2016 Share Posted May 21, 2016 The door collision is the dimension of the item itself 24x24x4. I hope it helps. Itemdo I just transfer the physics/havok elements of that nif to my nif?or do I transfer my mesh from my nif to that nif? Either, as long as you copy the entire collision ninode. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted May 22, 2016 Share Posted May 22, 2016 I created a quick and dirty tutorial for how I personally copy over collision into custom NIF's. Sometimes, for odd shapes, you are better served using multiple collisions, so this method allows you to visually see where you are placing them. If it doesnt help you, my apologies. Just throwing it out there!https://forums.nexusmods.com/index.php?/topic/4150400-a-quick-and-probably-bad-tutorial-on-copying-collision-to-new-nifs/ Link to comment Share on other sites More sharing options...
SalesKital Posted May 22, 2016 Author Share Posted May 22, 2016 The door collision is the dimension of the item itself 24x24x4. I hope it helps. Itemdo I just transfer the physics/havok elements of that nif to my nif?or do I transfer my mesh from my nif to that nif? Either, as long as you copy the entire collision ninode. The collision box works perfectly, it's just slightly shorter than the book is wide but the difference is so small only someone specifically looking for it would find the difference. I created a quick and dirty tutorial for how I personally copy over collision into custom NIF's. Sometimes, for odd shapes, you are better served using multiple collisions, so this method allows you to visually see where you are placing them. If it doesnt help you, my apologies. Just throwing it out there! https://forums.nexusmods.com/index.php?/topic/4150400-a-quick-and-probably-bad-tutorial-on-copying-collision-to-new-nifs/I was able to figure it out from memory of how I got my custom nif working with the new mesh before, but thank you for the tutorial anyway ^.^ Link to comment Share on other sites More sharing options...
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