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Quickest way to create static clutter using vanilla meshes & textures


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Hey there!

 

I've started playing around with the creation kit a little. Since I have absolutely no experience when it comes to working with 3D models, I've wondered what's the quickest way to build clutter using vanilla meshes & textures, for example a static basket filled with static apples.

 

I'd be happy about any advice on this matter.

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If you want the basket and/or the apples to still be able to be taken and used, you would place them and tell them not to havoc settle on load. Place the basket at or very slightly above floor level (things below level tend to fall) and double click it. When the box opens up, go all the way to the right-most tab, for scripts. You're looking for something along the lines of " default disable havoc on load " as one long word. The wording may be slightly different, but you're telling it not to apply gravity or collision when the item loads. Then the apples go in the same way, one at a time (for me, anyway. I have heard it can be batched, but I'm not sure how.) What I do is drag an apple into the basket, set it to disable havoc on load, then either duplicate or drag another in, place it in a natural looking pile, disable havoc again, etc. (This is where knowing how to batch it would be handy, but it's not impossible to do without knowing it.)

 

If you prefer the basket and apples to be completely static and unable to be interacted with, you would need nifskope and some kind of .bsa extractor. You would extract a basket mesh and an apple mesh, and from there it's a series of copying the apple branch from one mesh and pasting it into a basket mesh, over and over. Those are adjusted with numeric controls. Elianora has a very good tutorial on static mashups, on youtube. It's helped me several times. That's probably the best place for you to get going with that method.

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Also possible to make static objects without using Nifscope.

 

- Extract the .nif that you want to use from the .bsa archive. The file structure must match the file structure in the .bsa.

- In Creation Kit, make a new static object. Assign the extracted mesh to the newly created object.

 

After that, the loose file can be deleted.

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If you're doing that for a single item, you don't even have to extract. Say you want to put a permanent helmet on top of a grave stone. You would open the helmet, highlight and copy the file path of the world model. Then duplicate a static (like a static lantern) Hit the edit button on the lantern model and follow it to windows explorer. Make sure you're in ...data/meshes, and then paste the helmet file path in. The game will find it within its own archives then, no extracting needed.

 

But I don't think you can make multiple component statics that way, for example a basket full of apples.

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