choochoo1 Posted September 27, 2018 Share Posted September 27, 2018 SIm trying to make some furniture out of SCOL's, I wanted to use some movable static objects so I copied there model paths into some new static entries, added them to my furniture, made the SCOL, and re-imported the nif into the game for the furniture, the problem is that my furniture moves like a movable static now, is there anyway to fix this? Link to comment Share on other sites More sharing options...
deadbeeftffn Posted September 27, 2018 Share Posted September 27, 2018 The NIF-file of a movable static object has a collision-object, and it is this collision-object which makes an object movable. If you use one of these NIFs, the CK will take over the characteristics of their collision-objects.The only solution would be to recreate a static collision-object for the NIFs... Link to comment Share on other sites More sharing options...
montky Posted September 27, 2018 Share Posted September 27, 2018 an awesome if technical question!it's a bundle of SCOLs that fire in a sequence as a group vsan Actor rigging setup. I recommend checking out the "Optimization and Pre-Vis" thread,herehttps://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/followed by more specific queries fromKediwah, Shavkacagarikia, GreekRage (circa mid 2015-16), Cypher2012 and BlahblahDEEblahblah. As to some ideas on how to handlethe dynamic/ 'float' side of SCOLs,I recommend checking out AGI-open-cog and KNOWM etc.or "the Envison suite". I definitely think that spline-al SCOLs and 2D-3D keyframed decals can be powerful tools for 'pre-envisaging" and rapid-prototyping 'playtesting'. Link to comment Share on other sites More sharing options...
choochoo1 Posted October 4, 2018 Author Share Posted October 4, 2018 Iv never built A static collision Before, this is actually my first time doing something like this on FO4, Is there A guide or video you could point me towards? Link to comment Share on other sites More sharing options...
thousande Posted October 15, 2018 Share Posted October 15, 2018 As deadbeeftffn said, the 'moveable' data is encoded in the collision object / node of the nif and the data will 'affect' the SCOL. I haven't messed around with it as much, but I had a similar problem a while back ago and including the 'StaticCollectionPivot' marker object to the collection may be a quick solution? I can not remember the correct ID, but search for "pivot" at the top-level in the object window, it will find 2 objects I think. Use the one with 'static collection' something in the IDIt is a marker so you may need to turn on markers in the render window (m key) in order to see it. Place it at eg. the bottom of the collection. If that does not solve it, you may try the messy way :wink: Find a static object that is the same / about the same size as the object and open the nif in NifScope.Find the object collision object / node, right click and export the binary collision data to a .txt file somewhere, eg. desktop.Open your 'moveable' nif static in NifScope and find the collision object node. Import the previously exported collision data. It's a bit ghetto, but it should work if you find a static that has the same size Good luck! Link to comment Share on other sites More sharing options...
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