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Is it possible to immobilize items in the world?


VikingII

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I want to put misc items to be static in my mod (like a table with dishes and some food), but the NPCs drop them all the time. However, under the ‘static’ tree, I found static bottles of wine, and I can make false food using that references, but this will increase the whole size of the mod, and the objects with ‘*’ mark (because I want to put a lot of items statics (food, books, armor and weapons, etc).

 

Is that possible to block, or immobilize, any item by a more direct method?

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I trying to use the correct resources, if there are any for this specific task. Replacing items with static objects is that what happened to me, but I ask if there is another way, like a checkbox or a property of the item, or something that I can do with the real item.
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Basically a mesh is either static (i.e. completely immobile, like a wall) or it's not. There's no flag in the CS to make an item static.

 

If there are already static items in the CS to your liking, go ahead and reuse them - that's what they're there for. It's normal for there to be an asterisk next to the item in the Cell View window but an asterisk in the Object window means that you've either edited a vanilla asset, or created a custom one. Re-using vanilla assets is fine - editing them is usually not a good idea as it affects every instance of that object already in the game. Instead, make a copy and edit the copy.

 

Don't worry about the size of the mod... I've never seen anyone reject a mod because of its size of the download. In fact, I think players will feel that they are getting more "value" if the file size is bigger. :)

 

Finally, check out some of the modders resources to add to your mod - in particular, the Static Dish mods by Meo and Stroti seem to be exactly what you're looking for. :)

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Basically a mesh is either static (i.e. completely immobile, like a wall) or it's not. There's no flag in the CS to make an item static.

 

I recently realized that, even when I edit a real static item (like a statue), and changes it mesh by another (like a scroll), the item still moving.

 

I need to create an Activator that looks like a normal Scroll, but static.

 

How can I edit the mesh to create a static copy? I have Nif Scope.

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How can I edit the mesh to create a static copy? I have Nif Scope.

 

Remove the Havoc Collision properties.

 

I have already opened those scrolls, exactly the "scroll01.nif", but Nif Scope doesn't show a Havoc Collision propertie. I deleted the "bhkCollisionObject" and then I cant use this activator, the player goes trough it. Obviously Im doing something wrong.

Edited by VikingII
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In the Collision Object block, there should be a body called bhkRigidBody or similar. You'll need to edit the following parameters for the body:

 

Layer: OL_STATIC

Layer Copy: OL_STATIC

Motion System: MO_SYS_FIXED

Quality Type: MO_QUAL_FIXED

 

This will make your object unmovable like a statue or a wall.

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In the Collision Object block, there should be a body called bhkRigidBody or similar. You'll need to edit the following parameters for the body:

 

Layer: OL_STATIC

Layer Copy: OL_STATIC

Motion System: MO_SYS_FIXED

Quality Type: MO_QUAL_FIXED

 

This will make your object unmovable like a statue or a wall.

 

It works! Is exactly that I want to do. =)

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