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I created a custom constructible object but it won't highlight or place properly in game.. please help.


0AndyVan0

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Hello everyone, I created a custom constructible resource object for settlements. and it mostly works but when I try to place it in game it won't highlight red or green, it won't snap to the enviroment. I have CPA nodes set up in Nifskope and when I can randomly get it to place it supplies power to the settlement and allows me to connect cables to it at the appropriate spot on the model. I just can't seem to get it to highlight red when not place-able and green when it is place-able. I can't get it to snap to anything.

 

here are pics of it in game http://www.nexusmods.com/fallout4/Images/39482/?

 

and in NifSkope

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Thanks for that, I am pretty stupid sometimes. I appreciate the offer but I'd like to learn how and do it myself, I will look into how to add collision. I have to go to work in about 20 minutes but I should have this mod fixed and published later this evening.

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So.. I've been trying to add collision to the model but it seems I can not get it right, |It always results in a Nif file that crashes the creation kit.... any one have a tip on a reliable tutorial?

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The way I do it

 

Create stuff in 2016

Export as FBX or Save for 2013 (last doesn't work for me dunno why..)

Import/open in 2013

Create basic collision shapes (boxes etc.) to cover up the base object as much as possible.

Select all basic shapes and use Link (top left corner) to link them to the base mesh.

Open Material editor, Get material, select BSLightningFX and apply it to your base mesh.

Select all objects, go to Havok menu (top mid), Create Rigid Body with Proxies. Assign a weight of at least 61 to the main one (it autoselects), and then select the rest of the base shapes and go to Tools>More>CollisionGroup.

Give your base shapes a collision material and a object type Static and click apply.

 

Select your base mesh and either click Export, or Export Selected. Pass thru elric.exe

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So I've got a collision mesh attached to the object in Nif Skope and it is place-able in the game now, snaps to walls like it should but it is no longer interactive. Cannot attach wires to it anymore or recycle it for parts... checked in the CK and it says the Nif is missing root material: CPA . but in Nif Skope it looks as if the CPA information is unchanged, it looks like it should all be exactly the same, Tried my back up of the Nif file without the collision mesh at it's CPA information is recognized and in game it functions like all other power generators. the frustrating thing is their is no difference in the hierarchy for the CPA in Nif Skope. so I am at a loss as to why the file with a collision mesh no longer recognizes it's CPA data...

Edited by 0AndyVan0
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Ok so the missing root material error was stemming from the fact it was looking for a wetness material in the CPA slot, I fixed that and the error went away. but in game it still won't function as it did before adding the collision mesh, it will not alow me to recycle it or add a wire to the P-WS-Snap CPA

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