magnemoe Posted February 28, 2012 Share Posted February 28, 2012 I have made an couple of mods with craftable furniture: an bedroll and an alchemy satchel. I also have made craftable barrels and chests however this require an decent dynamic placeholder for accurate placement of the huge objects. So I wonder if anybody know how to convert? If i know how it should be no problem making most of the furniture in the game craftable or buyable. Link to comment Share on other sites More sharing options...
LittleBaron Posted February 28, 2012 Share Posted February 28, 2012 Changing the collision havok from 'static' to 'clutter' is relatively easy if you have NifSkope (RC6 or later recommended). I'm assuming you want it to be clutter so you can move it around :tongue: After loading your mesh into NifSkope: 1. Click open the bhkCollisionObject (#7 in the examples) to get to the bhkRigidBodyT (#6). 2. In the Block Details, change both references of "OL_STATIC" to "OL_CLUTTER" using the drop down menus that appear when you click on them. (Make sure you have selected to view Block Details in the view settings) 3. Edit the Mass entry from 0.000 to any positive number. You'll have to play around with it in game to figure out what would work best. NOW, what I do not know is if: The furniture marker node that exists embedded in the chair (#1 in example) will work as part of a clutter object. I somehow doubt it. Also, the game engine may not expect to see it in clutter and may even CTD. You MIGHT be able to remove it in those cases and add it back somehow with a script, but I don't know about that either. You can experiment and let us know what happens! :smile: http://i125.photobucket.com/albums/p76/lesfleursmal/NifskopeStatictoClutter1.jpg http://i125.photobucket.com/albums/p76/lesfleursmal/NifskopeStatictoClutter2.jpg Link to comment Share on other sites More sharing options...
Sunnie Posted February 28, 2012 Share Posted February 28, 2012 Am I wrong to assume that turning a static, like a bed/chair/dresser/candle stand/etc, into a havok'd object would mean that when an actor runs into it, it will go flying when collided with, like any other Havok'd item, ever? Some objects just should not be Havok'd for pretty basic reasons. Link to comment Share on other sites More sharing options...
magnemoe Posted February 28, 2012 Author Share Posted February 28, 2012 (edited) Hi I tested this and it did not work as planned, changed oblivion_layer and layer copy to OL_CLUTTER. crafted them and dropped them from inventory, result was that they moved slowly downward and away from me clipping ground and ending up around an meter under ground, not sure if they stopped because I used tcl to follow or just stopped, disable and enable returned them to dropping position and the returned the process. I was unable to activate them while they was sinking. Both clutter objects in CK was copies of standard clutter like an burned book and an basket. And yes, current system work by using an clutter object I drop from inventory I get it's position and replaces it with the container or other object, this is also the way the huge imperial furniture mod in Oblivion worked and I see no reason to change it. In Skyrim we only need to add an reference to the actual object in the moveable one and an reference to the clutter one in the static, add the script and it will work on any furniture or mesh who stand on the floor. Edited February 28, 2012 by magnemoe Link to comment Share on other sites More sharing options...
magnemoe Posted February 28, 2012 Author Share Posted February 28, 2012 Am I wrong to assume that turning a static, like a bed/chair/dresser/candle stand/etc, into a havok'd object would mean that when an actor runs into it, it will go flying when collided with, like any other Havok'd item, ever? Some objects just should not be Havok'd for pretty basic reasons.This is an placeholder so you can drop things like an chest or chair from inventory and place it where you want to use it before you activate it. Pretty nice with more containers. Link to comment Share on other sites More sharing options...
eric31415 Posted February 29, 2012 Share Posted February 29, 2012 (edited) There was a mod for Oblivion that pulled this off pretty well - Imperial Furniture Renovated. Definately worth a look if you want to do something similar. Whenever you dropped an object, you always dropped the same item (repair hammer, if i remember correctly) that you could drag and allign as you saw fit, then when you clicked on it to pick it up it asked if you wanted to place item or pick up. Once you got the hang of it, you could place items pretty accurately, but still a good idea to save before placing each item. Edit - i should have read your posts more carefully, you already know this. Sorry. Edited February 29, 2012 by eric31415 Link to comment Share on other sites More sharing options...
LittleBaron Posted February 29, 2012 Share Posted February 29, 2012 EDIT2: go back to the original mesh + havok settings, change Mass to 0.001 and change the motion system to "FIXED". This causes my paintings to fall solidly to the floor. I did experience the floating off into the ground unless the motion system was set to "FIXED". Link to comment Share on other sites More sharing options...
magnemoe Posted February 29, 2012 Author Share Posted February 29, 2012 Thank you this is much better, however it leaves another problem, I can not rotate the object. It's not needed for an barrel but pretty nice for other items. Will continue to test here myself to. And yes I remember the repair hammers in Imperial furniture, prefer to use actual placeholders where practical. Link to comment Share on other sites More sharing options...
Recommended Posts