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Posted

So I've created a mesh in 3DS Max, assigned materials to it, created collision as per this tutorial, then processed it through elric, then added it to the world space in the CK.

Everything looks and works fine with one exception, when ingame I am unable to place a workshop/settlement item on top of it.
I've been messing around with the settings in CK and 3DS for a few hours now and I can't figure out how to make this happen.

 

If anyone has any tips or knows how to fix this it'd be much appreciated.

Posted

Try adding this to the actor values of the object:

-Workshopstackableitem=1

 

Also, what is the item? Static, container, activator, etc.

 

Also, Precombined geometry and generate Precombined Visibility will sometimes make the object stackable.

Posted

Try properties

 

337

33d

33e

33f

34d

34e

 

Not all help with your issue, but part of them do.

Posted (edited)

Changing workshopstackableitem=1 worked absolutely perfectly, thanks so much for the quick reply

Edited by 50451
Posted

Try properties

ÃÃÂ

337

33d

33e

33f

34d

34e

ÃÃÂ

Not all help with your issue, but part of them do.

That's 3ds stuff?

I'm asking because I'm still having trouble with bath towels and bedsheets not being able to be built upon (and the OPs question has been answered...so I'll be a bad forum goer and hijack, heh). The usual changes just aren't doing it and these are the last of the objects that are being difficult in this way.

https://forums.nexusmods.com/index.php?/topic/4628930-what-to-do-when-the-normal-things-dont-make-a-world-object-stackable/?

Posted

They are property IDs in CK/xEdit. I use xEdit almost exclusively, and I ended up learning these (and a few others) by heart :)

Posted

That just increases the radius from which a snap point will react. Doubt it helps with item placement on surfaces in any way. Possibly that the collision is bad for those objects you are trying to use.

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