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Weapon Mount causes floating swords


kungfubellydancer

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I made some custom weapon racks for a mod, but in the game, the weapon rack positions the swords/etc in impossible ways. The shield portion seems to work fine. The "linked refs" in the CK seem to be fine, it's just the positioning that's the problem.

 

http://i268.photobucket.com/albums/jj27/kungfubellydancer/ScreenShot5.jpg

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  • 2 weeks later...

I have a similar occurence with the shield plaques that I have created. The weapon plaques work fine but the shield plaques place the shields in mid-air when you activate them.

 

Did you ever find a solution to this problem?

 

Or has anyone else for that matter?

Edited by Basil_oz
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Try staying away from absolute Y rotation values like 0, 90, 180 and 270 degrees.

Instead, edit the rotation values to 0.1, 89.9, 180.1, 269.9...etc (or something similar)

That should solve the problem.

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Try staying away from absolute Y rotation values like 0, 90, 180 and 270 degrees.

Instead, edit the rotation values to 0.1, 89.9, 180.1, 269.9...etc (or something similar)

That should solve the problem.

 

Thanks Tamb0. I tried this but to no avail.

 

It seems to be something specific with the shields. I don't know if it is the specific activator I am using "WeaponRackCOAMidACTIVATORPlayerHouse" or perhaps something to do with the collision meshes (and I'm way out of my league here for the moment if it is).

 

According to the tutorials it would appear that the set up of activators and triggers is no different to that of weapons. However when I initially used the "WeaponRackPlaqueACTIVATORPlayerHouse" it looked for a weapon to mount and would not accept shields. When I switched the activator to the "WeaponRackCOAMidACTIVATORPlayerHouse" it accepts the shield but places it in mid-air beside the character and not on the plaque.

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Try staying away from absolute Y rotation values like 0, 90, 180 and 270 degrees.

Instead, edit the rotation values to 0.1, 89.9, 180.1, 269.9...etc (or something similar)

That should solve the problem.

 

Thanks Tamb0. I tried this but to no avail.

 

It seems to be something specific with the shields. I don't know if it is the specific activator I am using "WeaponRackCOAMidACTIVATORPlayerHouse" or perhaps something to do with the collision meshes (and I'm way out of my league here for the moment if it is).

 

According to the tutorials it would appear that the set up of activators and triggers is no different to that of weapons. However when I initially used the "WeaponRackPlaqueACTIVATORPlayerHouse" it looked for a weapon to mount and would not accept shields. When I switched the activator to the "WeaponRackCOAMidACTIVATORPlayerHouse" it accepts the shield but places it in mid-air beside the character and not on the plaque.

 

This happens to vanilla weapon racks, so I suspect it's a Bethesda bug. Similiar to the moving mannequin bug :D

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Thanks brokendeck.

 

Moving mannequins and floating armour. I'll tell you now, if one of those mannequins' heads starts rotating and daggers starting travelling toward my screen, I'm getting up and running away from my laptop!! Bethesda and their possessed objects! I swear there's been a employee that has been deleted by foul play in that company... and it's their way of getting back!

 

I might try and copy one of the shield plaques from the activator mods on this site. I've just got to work out how to copy multiple objects from one cell and bring them into another cell. Ahhh the fun of a steep learning curve. :confused:

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Try staying away from absolute Y rotation values like 0, 90, 180 and 270 degrees.

Instead, edit the rotation values to 0.1, 89.9, 180.1, 269.9...etc (or something similar)

That should solve the problem.

 

Thanks Tamb0. I tried this but to no avail.

 

It seems to be something specific with the shields. I don't know if it is the specific activator I am using "WeaponRackCOAMidACTIVATORPlayerHouse" or perhaps something to do with the collision meshes (and I'm way out of my league here for the moment if it is).

 

According to the tutorials it would appear that the set up of activators and triggers is no different to that of weapons. However when I initially used the "WeaponRackPlaqueACTIVATORPlayerHouse" it looked for a weapon to mount and would not accept shields. When I switched the activator to the "WeaponRackCOAMidACTIVATORPlayerHouse" it accepts the shield but places it in mid-air beside the character and not on the plaque.

 

This happens to vanilla weapon racks, so I suspect it's a Bethesda bug. Similiar to the moving mannequin bug :D

 

Can you upload the .esp somewhere and post a link ?

I'm quite sure this is easily fixed. I had the same problem and I'm sure I just moved it off the absolute values,...maybe not, but I did fix it.

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Thanks brokendeck.

 

Moving mannequins and floating armour. I'll tell you now, if one of those mannequins' heads starts rotating and daggers starting travelling toward my screen, I'm getting up and running away from my laptop!! Bethesda and their possessed objects! I swear there's been a employee that has been deleted by foul play in that company... and it's their way of getting back!

 

I might try and copy one of the shield plaques from the activator mods on this site. I've just got to work out how to copy multiple objects from one cell and bring them into another cell. Ahhh the fun of a steep learning curve. :confused:

 

Don't copy them, duplicate them and move them away from the original, then cut (not copy) and paste into your own cell.

For some reason, I've found that copying can cause problems as well (seems to keep it linked to the original cell).

 

This happens with mannequins as well. Maybe that's why they start walking around. (looking for their original cell) :D

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Don't copy them, duplicate them and move them away from the original, then cut (not copy) and paste into your own cell.

For some reason, I've found that copying can cause problems as well (seems to keep it linked to the original cell).

 

This happens with mannequins as well. Maybe that's why they start walking around. (looking for their original cell) :D

 

This could be true! You know, the female mannequins have asked me for directions... but the male mannequins don't! Must be inherent! :tongue:

 

Thanks for the advice Tamb0. I'll give the cut and paste a go and see if that fixes the issue, but if it doesn't I'll upload the esp and link to it if you are still willing to have a look at it.

 

I appreciate your help.

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Don't copy them, duplicate them and move them away from the original, then cut (not copy) and paste into your own cell.

For some reason, I've found that copying can cause problems as well (seems to keep it linked to the original cell).

 

This happens with mannequins as well. Maybe that's why they start walking around. (looking for their original cell) :D

 

This could be true! You know, the female mannequins have asked me for directions... but the male mannequins don't! Must be inherent! :tongue:

 

Thanks for the advice Tamb0. I'll give the cut and paste a go and see if that fixes the issue, but if it doesn't I'll upload the esp and link to it if you are still willing to have a look at it.

 

I appreciate your help.

 

Here's a quick pic to help

 

 

 

 

The COA does not mean Certificate Of Authenticity as per Microsoft :D

It actually means Coat of Arms, but as there is no Coat of Arms in Skyrim, they just put a shield there instead.

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