robboten Posted July 28, 2016 Share Posted July 28, 2016 (edited) There is a bunch of avifs that is used on creatable objects in Fallout 4. But what do they actually do? Have been experimenting with them a lot lately and don't get any wiser. Some seem obvious but when I try it it doesn't do what I had thought, or nothing at all that I can see. Do u have any experience or info about any of these. And not just a hunch, but actually have tried and seen some change ingame with it compared to without. Beths use are inconsistent at best. The values as well. The AVIFs I'm thinking about:WorkshopIgnoreSimpleIntersections [AVIF:0000034D] (bool/flag - value 1)WorkshopIgnoreNonRefOccupiedSnap [AVIF:00249E73] (bool/flag - value 1)WorkshopAnythingIsGround [AVIF:0000033F] (bool/flag - value 1)WorkshopItemOverlap [AVIF:00000337] (int, usually quite low, like 16-32)WorkshopSnapPointRadius [AVIF:0000033E] (int, usually quite low, like 16-32)WorkshopOverrideXBoundMax [AVIF:00249E6A] (within the OBND most of the time, mostly same or 16 units below the highest X value)WorkshopOverrideXBoundMin [AVIF:00249E6B] (within the OBND most of the time, mostly same or 16 units below the lowest X value)WorkshopOverrideYBoundMin [AVIF:00249E6C] (within the OBND most of the time, mostly same or 16 units below the lowest Y value)WorkshopOverrideYBoundMax [AVIF:00249E6D] (within the OBND most of the time, mostly same or 16 units below the highest Y value)WorkshopOverrideXYBounds [AVIF:00249D41] (within the OBND most of the time, mostly same or 16 units below a uniform object = same x/y)WorkshopOverrideZBoundMax [AVIF:00249F00] (within the OBND most of the time, mostly same or 16 units below the highest Z value)WorkshopOverrideZBoundMin [AVIF:00249F01] (within the OBND most of the time below the lowest Z value) The only one I know make a difference is WorkshopStackableItem [AVIF:0000033D] (bool), that makes it so u can place items on the static. Like a table on a floor (set on the floor). Edited July 28, 2016 by robboten Link to comment Share on other sites More sharing options...
robboten Posted September 13, 2016 Author Share Posted September 13, 2016 Here is what I found out by my research. Feel free to add things if u can. PRPS - AVIF DATA TYPE INFO DETAILS WorkshopIgnoreSimpleIntersections [AVIF:0000034D] bool true = 1 lets u overlap more? WorkshopPlacementAllowWaterAV [AVIF:002233CD] bool lets u place the item in water or partially WorkshopAllowUnsupportedStacking [AVIF:0000034E] bool No idea... WorkshopAnythingIsGround [AVIF:0000033F] bool To trick pieces that its the ground u place it on. WorkshopItemClampDirection [AVIF:00000339] Haven't figured out yet either. Mostly used on lamps that should snap onto ceilings together with p-ws-autoplace. Problem is that it won't snap to anything else if applied. Not what I found out yet anyway. Still trying to understand the direction part of it. WorkshopItemOverlap [AVIF:00000337] int 16 - 32 Lets u specify how much things could overlap. usually set quite small in vanilla. Like 16 or 32. WorkshopSnapPointRadius [AVIF:0000033E] int lets u say how far the snap points see each other WorkshopPlacementRestrictToDirtAV [AVIF:002233CC] bool only placeable in dirt, plants has this WorkshopPlacementRestrictToWaterAV [AVIF:002233CB] bool only in water, like the water pumps WorkshopIgnoreNonRefOccupiedSnap [AVIF:00249E73] No idea WorkshopMustBeSnappedAV [AVIF:0024A013] bool force to snap only or can't be placed, doors have this WorkshopOverrideXBoundMax [AVIF:00249E6A] int lets u say how much the other items can overlap the static WorkshopOverrideXBoundMin [AVIF:00249E6B] int so if x of the static is from say -128 to 128 u can say xmin to 28 and max to 28 and the other piece can overlap it by 100 units on each direction WorkshopOverrideYBoundMax [AVIF:00249E6D] int WorkshopOverrideYBoundMin [AVIF:00249E6C] int Be careful not to override OBND on these. WorkshopOverrideZBoundMax [AVIF:00249F00] int WorkshopOverrideZBoundMin [AVIF:00249F01] int WorkshopOverrideXYBounds [AVIF:00249D41] int Only use when both x & y are uniform, shortcut for xy max/Min at the same time but will cause problems if not uniform. WorkshopStackableItem [AVIF:0000033D] bool Must be used on floors and most ceilings to be able to put things like beds on it. Link to comment Share on other sites More sharing options...
Deleted33373940User Posted December 8, 2017 Share Posted December 8, 2017 Static Item PRPS Property, Actor Value: WorkshopStackableItem [AVIF:0000033D] Value = 1.0000 (active) or 0.0000 (inactive) Allows a surface to act as ground. A table has this value for example. Without this, items would pass through the table top. Or at least, this is what my experiments have found. In my case, I navmeshed some stairs with a 'landing'. When trying the place a chair on the landing for a NPC to test the navmesh, the chair pass through the landing. After adding the above AVIF, the landing became 'solid', allowing for the chair to be placed as if the landing was ground. Link to comment Share on other sites More sharing options...
Ethreon Posted December 9, 2017 Share Posted December 9, 2017 WorkshopIgnoreNonRefOccupiedSnap - allows used snap to be used by a new snap Link to comment Share on other sites More sharing options...
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