Uniquekind Posted April 28, 2012 Share Posted April 28, 2012 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. Link to comment Share on other sites More sharing options...
Cyberlazy Posted April 28, 2012 Share Posted April 28, 2012 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 objectmainly the values of:Motion SystemDeactivator TypeSolver DeactivationQuality TypeI 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. Link to comment Share on other sites More sharing options...
Uniquekind Posted April 28, 2012 Author Share Posted April 28, 2012 (edited) 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 April 28, 2012 by Uniquekind Link to comment Share on other sites More sharing options...
Uniquekind Posted April 29, 2012 Author Share Posted April 29, 2012 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? Link to comment Share on other sites More sharing options...
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