5like Posted July 5, 2016 Share Posted July 5, 2016 (edited) Almost solved ... Maybe Hi everyone, I'm confronted to a wird issue, maybe some of you have allready experience it and/or have a solution for it. I use "Static Collection" to make some mashups of pre-existing meshes, but some object that don't have havok simulation when used alone sudenly have when grouped with others (in a static collection). Exemple :Data\Meshes\SetDressing\MetalBarrel\MetalBarrelGS01.nifIf used alone it is not affected by havoc physic, if used in a static collection havok physic comes in. What i tryed so far : Creating a new static pointing at the nif i wanted to use in my collectionThe "don't havok settle" check box in the properties of the objectA script named "defaultDisablehavokonload"Editing the nif with nifskope to disable havok physic at the sourceUsing Outfit Studio trying to break the physic data by creating a mashup with an object i know is purely staticThe first one have no effect what so ever, once combined with others static meshes the havok physic comes in.The second have no effect at allThe third is kinda wird, the object go straight trough the floor and stop somwere under the map when placed via build menu in game.The fourth doesn't seem to be supported yetThe last broke the collision data but kinda kept the physic in place I choose static collection to make my mashups because it allow an acurate auto generation of the collisions and can be done directly in the CK, however, don't hesitate to tell me if that is a bad idea. Thanks for any help you can provide. Edited July 7, 2016 by 5like Link to comment Share on other sites More sharing options...
5like Posted July 6, 2016 Author Share Posted July 6, 2016 (edited) Hi everyone, After some time (Days ?) on it i think figured out a solution. I will need further testing in-game to see if everything works as expected, but here it is. I used Nifskope to edit the value of the PhysicsMerged of my static collection, and pointed it at something in the collection that i know have no physic at all. Edit : It fixed the issue in the editor, but looks like it broke the nif enough to CTD in-game. Edited July 6, 2016 by 5like Link to comment Share on other sites More sharing options...
5like Posted July 7, 2016 Author Share Posted July 7, 2016 (edited) Ok so ... i think i am on to something, but it's wird. This time arround the fix works in-game, but not in the CK. Not a big deal to me cause only the in-game result matter. Using Nifskope again, Create a Static Collection in CK containing an object i know is bugy for exemple Data\Meshes\SetDressing\MetalBarrel\MetalBarrelGS01.nif with some planks or anything purely staticMake it so you can build it via build menu in game. You can find the nif to use by double clicking your static collection in the object windowTry to build it in game and you should see it reacting to havok physicThenOpen your Static collection in Nifskopescroll down until you find a NiNode called xxxxxxxx_PhysicsMerged_L01[xx]Just a little below is a NiBlock called BSXFlagsExpend it and edit the Integer Data by clicking on the little flag iconUncheck everything and click oksave and try it again in-game it should know stay static It works for me for now, but if some of you want to confirm it, it could help a lot of mashup makers. The workflow is 99% in CK using "Static Collection" to group you statics, allowing full collision support and auto generating a .nif containing all the assets of the mashup. Only one checkbox to uncheck in NifSkope per static collection subject to the bug. + No Bounding Sheres to edit what so ever. I hope some of you will find interest in helping me debunking that fix. Regards Edited July 7, 2016 by 5like Link to comment Share on other sites More sharing options...
unimportanthero Posted December 27, 2017 Share Posted December 27, 2017 (edited) I have encountered this problem before.About the same results.I think rather than trying such a complex fix, I will simply not include the offending mesh in the static collection.My expectation is that this may come up with a particular mesh exists in both a static and movable static form. Beth may not have made the NIFs different enough, like your metal barrel or, in my case, cardboard boxes. Edited December 27, 2017 by unimportanthero Link to comment Share on other sites More sharing options...
pra Posted December 27, 2017 Share Posted December 27, 2017 (edited) See also my thread: https://forums.nexusmods.com/index.php?/topic/6203401-ck-created-mesh-how-to-disable-physics/ tl;dr:press F4 to see the collision meshes in the cell window of the CK. Blue ones have havok, while red ones don't. If you need blue meshes, you will have to make two versions, one with them, and one without. You can place objects of similar sizes in place of the blue meshes so that there is collision there. Then open them both in nifskope. In the without version, delete any unneeded trishapes. Then copy over the missing trishapes from the "with" version. You can also try to steal the collision of the "without" version for the "with" version, but for me, that only worked half of the time. Sometimes the process just breaks the mesh. edit: there are also "violet" collision meshes. I've only seen them as parts of animated objects, like the Pulowski shelters. These seem to fine, at least I had no trouble in using a pulowski shelter as part of an scol. Edited December 27, 2017 by pra Link to comment Share on other sites More sharing options...
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