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Havok object to true Static object


Uniquekind

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I am trying to make a new harvestable static using existing base objects, particularly mushrooms. I want to use the ingredient model for the havestable static. I used the clam base object to start, changed the model to the mushroom I wanted, gave it the proper ingredient, sound, and name, and even added the disablehavokonload script, however when I enter the cell the mushroom will not be in the position I placed it in the CK.

 

I edited the script so that HavokOnHit was checked (effectively making it false) and it is still leaning over when I enter the cell. It does function correctly though, except for not staying where I put it. Also, it will still move if I shoot it, which I thought was disabled by the script. Is this something I have to change in nifscope? If so, I'd really appreciate a little direction in how to do it. I just loaded nifscope for the first time to try and figure it out, and I got nowhere.

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Statics can be moved? Weird! (Don't think they could be in FONV?)

Open a non movable object in nifskope, copy the values it uses in its bhkRigidBody node to your object

mainly the values of:

Motion System

Deactivator Type

Solver Deactivation

Quality Type

I am pretty sure those are the 4 main things (fallout new vegas...) used to control if an object can be moved or not.

 

Making a non moving object into a moving one can be more tricky since it may need a collision mesh and some other values.

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Thank you! This solved the positioning problem, however, if I attack or shoot it, it still reacts to havok. Any ideas? Tried adding the script again, but it didnt help.

 

 

[edit] Figured it out. I was comparing and testing other properties and I had to edit mass to 0. Thanks again! [/edit]

Edited by Uniquekind
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I just put a lot of time into changing most of the ingredients into harvestables, however Dragon's Tongue, Nightshade, and Spiky Grass are behaving differently than the rest. They stay where I put them, and they dont react to havok, but they disappear when I harvest them. I double checked to make sure they linked to the proper new .nif that has the model for the ingredient but is listed as a plant. I opened up Nifscope and compared line by line a working one and a bugged one, and both have the same lines of coding except in vertice count and similar references.

 

The Nightshade is also acting strange as I placed two very close together like they were hanging in a bunch, yet both disappeared when one is harvested.

 

I am left thinking it's a problem buried somewhere in the .nif, or that it might be a bug in the game referencing those items that weren not meant to be harvestable. I did use a clean save to test these.

 

Any thoughts?

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