GeneralGred Posted February 1, 2018 Author Share Posted February 1, 2018 (edited) Here is an image of some display cases Sorry if its blurry, this site has low size limits Edited February 1, 2018 by General Gred Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 2, 2018 Share Posted February 2, 2018 That looks pretty fantastic. I don't really get how the script is working different for you from the way it is for me, but here's an idea in that case: toggle off the collision on the doors as well. Shouldn't be able to snag in that case. If that doesn't work, just remove collision from the doors permanently, then use an invisible wall there that gets disabled and enabled but never moves. In fact, I'm not even sure it needs to be disabled; I think if it's invisible that the player can interact through it. I'm still curious about what happens if you drop a 9mm in that room and there's one on that wall there. That should kind of ruin everything, I would think. I'm wondering if when these items are falling, their collision is not truly disabled. You shouldn't be able to activate with them when collision is disabled. Activators don't function for example, if you've chosen a model with no collision, and you can't pick up a note if the model has no collision. Models with collision can fall through the floor if the .nif has certain settings on their collision. I forget what they are, but they determine how 'lenient' or 'strict' the engine is about the collision shape on the object. I had this issue with some custom clutter I made a few weeks back; it would get kicked through the walls of my shed until I fixed the .nif. Likewise, at the road up the hill from Bonnie Springs (towards Goodsprings), if you drop an item, it will fall through the road and land on the terrain below it. Honestly, I kind of think your script is too long and that it's confusing this poor little engine or something, because I don't believe your collision is being disabled. Link to comment Share on other sites More sharing options...
GeneralGred Posted February 2, 2018 Author Share Posted February 2, 2018 I too thought it was weird at first, but I used a test script to try it early on and you can hear the difference, all the guns stop making noise as soon as it's toggled. Again I think it's because it's a workaround and not actually taking off the collision. Also with having other items fall, don't forget that I have it set up so if you leave the room it toggles back, and the JIP wiki states that the cell has to reload for the rest of the models to take effect, otherwise it's just the specific reference. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 2, 2018 Share Posted February 2, 2018 I see what you mean about hearing the difference. Now I'm really confused. This is not how this command behaves for me at-all at-all. My new hypothesis is that the engine is having trouble with running the command on so many items at once, because I did notice that whilst I could have the function take effect immediately and never need to be run again, if I had my reticle on it at the time and it was a pick-up, it would take a moment to disappear. My logic is that it's just having trouble getting through it for so many references at the one time. I would test dropping weapons to be sure, because what it actually states is 'other objects will only be effected once their 3D is reloaded by the game', which to me means that as dropping an item makes a new reference, its 3D is being reloaded. Is the player able to grab these weapons with the Z key, and pick them up as pick-ups (E key)? Link to comment Share on other sites More sharing options...
Mktavish Posted February 2, 2018 Share Posted February 2, 2018 (edited) Yes of course you want to unpack the BSA to some place other than the Game location.The point is ... you want to preserve the folder structure it shows when unpacked ... for being under "Meshes" for .nif , and under "Textures" if need be , for .ddsSo if you end up unpacking the whole thing ... just create new folders inside the loose folders matching the structure ... then drop the .nif /.dds in the last. And once you have assigned your new item to that model ... and check it working in game. Then you can delete it from the loose folder ... and it will find it in the BSA. But where to find these static items of the weapons ... is under "Static / Weapons" in the object tree. You can float those in air ... they will not move from whence you placed them in geck. Now I am not sure exactly if with the NV geck ... you can do the same thing with activators. So you can use mouse over activate key. But it worked fine in Fo3 ... so not sure why it wouldn't work for NV. Switches will float in air ... so why wouldn't a switch that looks like a gun ? Err maybe you have to get the model from under the "Static" section of the BSA.Can't remember ... maybe it is like you say EPDGaffney ... the .nif file of the weap items holds the havoc , therefore the static .nif's are different ??? But the FalloutNV main file ... has a shiot load of static weapons. Edited February 2, 2018 by Mktavish Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 2, 2018 Share Posted February 2, 2018 (edited) Wow...so...you should probably download this mod and see how it works:https://www.nexusmods.com/newvegas/mods/38625 I thought about having a look myself but I'm after spending a decent amount of time googling this as well as testing weapon models as creatures in hopes that they wouldn't fall down, and on leaving the cell and returning, they do. But this mod seems to have done something very similar to what you want. If you don't understand how it works, let me know and I'll look at it. Right now I need a pint. Edit: Another idea i was trying to look into would be making a single mesh that would be the piece of the weapon rack that holds one gun, and somehow make it capable of 'equipping' said gun, and then arrange these pieces like a grid and have them equip and unequip the weapons. Unfortunately, I didn't find anything on that as yet, but someone that's worked more with weapons in this engine should know how. I may ask Pixelhate if deconstructing this mod doesn't work out for you. Edit 2: When testing weapon models using a Creature Form I didn't tick the immobile flag, so, maybe that would have helped. No time to try it now. Edited February 2, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
Mktavish Posted February 3, 2018 Share Posted February 3, 2018 (edited) Wow...so...you should probably download this mod and see how it works:https://www.nexusmods.com/newvegas/mods/38625 Well that wouldn't be much of an auto sorter if you had to FengShui each item up onto the wall. I thought about having a look myself but I'm after spending a decent amount of time googling this as well as testing weapon models as creatures in hopes that they wouldn't fall down, and on leaving the cell and returning, they do. But this mod seems to have done something very similar to what you want. If you don't understand how it works, let me know and I'll look at it. Right now I need a pint. Cheers with the Pint :wink: Edit: Another idea i was trying to look into would be making a single mesh that would be the piece of the weapon rack that holds one gun, and somehow make it capable of 'equipping' said gun, and then arrange these pieces like a grid and have them equip and unequip the weapons. Unfortunately, I didn't find anything on that as yet, but someone that's worked more with weapons in this engine should know how. I may ask Pixelhate if deconstructing this mod doesn't work out for you. It seems you would have to make all the animations for how said item holds the gun when equipped ... which would be easier imo to just stack a bunch of disabled activators that look like the weapons in that spot , and enable the particular one per weapons dumped with the auto sort. Edit 2: When testing weapon models using a Creature Form I didn't tick the immobile flag, so, maybe that would have helped. No time to try it now. Same as above ? Also my experience with imobile creatures ... they have an issue with not displaying the weapon correctly.But maybe just my ineptitude :confused: Also I was firing the weapon ... so that may be the issue in my experience. Edited February 3, 2018 by Mktavish Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 3, 2018 Share Posted February 3, 2018 The idea is to see how that mod keeps the item up on the wall once the player tells it to stay there, and more or less grab that code and use it. Weapon models as activators are definitely mobile. The 9mm machine gun in Doc's house is exactly that, and you can knock it all over the house. On the animations, no, you don't really need any, to my knowledge; if it's like other things I've done, you just need the node to attach it to. And if not, you can still just have a 'blank' animation. I would take care of it myself for OP if I knew what I had to do. I'm quite expert with Blender. Link to comment Share on other sites More sharing options...
Recommended Posts