wizardmirth Posted January 15, 2017 Share Posted January 15, 2017 I believe this is the kind of object used by the Better Cities posted announcements. Meaning you can activate them to read but not move them at all. I know how to delete all the havok for an object in nifskope but what specific line should be left to include only the activation portion? Meaning you will get cross-hair reaction if it is an Activator Object and can activate it. I am trying to do this for the Broadsheet01 object. Link to comment Share on other sites More sharing options...
Jokerine Posted January 15, 2017 Share Posted January 15, 2017 Hm, well, Oblivion files are pretty similar to New Vegas', so you may be able to use my Havok Removal tutorial here and follow the instructions to make the object static. That way, it won't move in-game but it'll be possible for the player to activate it. Link to comment Share on other sites More sharing options...
wizardmirth Posted January 15, 2017 Author Share Posted January 15, 2017 Wow, thanks for sharing all your great work with us Jokerine! I will definitely be checking out that tutorial shortly. (And probably much later some of those resources, lol) Link to comment Share on other sites More sharing options...
Jokerine Posted January 16, 2017 Share Posted January 16, 2017 Welcome :) Link to comment Share on other sites More sharing options...
The_Vyper Posted February 13, 2017 Share Posted February 13, 2017 If I'm understanding what you want, you're basically looking to create an announcement of sorts that can be posted on a wall and won't fly all over the place if somebody brushes against it. You don't need to remove the havoc settings in order to accomplish this, just change a few settings. Following these steps should get you what you want: 1. Open the mesh in NifSkope. 2. Find and expand the bhkCollisionObject node (5 on the Broadsheet01.nif) 3. Select bhkRigidBody. 4. In the Block Details list, change the following settings: Change OL_UNIDENTIFIED to OL_STATIC (Note: there are two instances of OL_UNIDENTIFIED and you need to change both) Change MO_SYS_BOX to MO_SYS_FIXED Change MO_QUAL_DEBRIS to MO_QUAL_FIXED 5. Save the result as a new mesh and you're done. It's important to change all of those settings, otherwise you'll get weird results in game (speaking from experience here :laugh: ). Note: When you make the note object in the CS, make sure you select the "Can't be taken" flag so nobody can pick it up in game. Link to comment Share on other sites More sharing options...
wizardmirth Posted February 13, 2017 Author Share Posted February 13, 2017 Nice this worked only instead of UNIDENTIFIED it said CLUTTER. Still, I followed your directions to the letter and placed and tested in-game and it seems to work just fine. Thanks so much for your help! This has given me a good nudge to finish this damn project already, lol. Link to comment Share on other sites More sharing options...
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