torgosaves Posted September 28, 2018 Share Posted September 28, 2018 Hello,I've been learning how to make my own meshes to add to the game. I use the current Blender to make the model, then I export it into Blender 2_49_2. I'm using the Tale of Two Wastelands mod and this is a Player Home I'm working on located in River City.Everything about the object seems fine at first. I can pick it up with Z, move it around and place it on a table or shelf.It seems to stay that way until I close and open the game again. It spawns in half way through the table like the glitch that happens in Fallout 4. I'm sure there is some small little thing that I missed in the process. Anyone have an idea?Thanks :smile: Link to comment Share on other sites More sharing options...
dubiousintent Posted September 29, 2018 Share Posted September 29, 2018 My guess would be:1) missing collision for the nutcracker.2) missing collision for the table.3) need to set the Z-axis on the nutcracker so it is slightly above the table so it will drop into collision when the cell loads. Check out the "Collision" tutorials in that section of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
torgosaves Posted September 29, 2018 Author Share Posted September 29, 2018 Well I have a collision on it. Since I can throw the object around and it lands and has weight to it. But I think you may be right on the Z axis being too low. I think I may have precisely aligned the collision and the nutcracker. I will try that and see. Thanks :D Link to comment Share on other sites More sharing options...
madmongo Posted September 29, 2018 Share Posted September 29, 2018 How did you make the collision mesh? For simple objects I will usually just copy the mesh. You shouldn't do that for more complex objects though, as too complex of a collision mesh will cause issues with the game engine, similar to what you are seeing. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted September 29, 2018 Share Posted September 29, 2018 For that kind of object, a simple box collision created in Nifskope should work fine. On havoked or pickable object, primitives collision (sphere, box or capsule) are to be used preferably in order to avoid all kind of problems related to the game engine. Link to comment Share on other sites More sharing options...
AmaccurzerO Posted October 4, 2018 Share Posted October 4, 2018 (edited) Hello. That is a beautiful nutcracker. I would like to rig it to an skeleton and create a portable companion or a living toy :thumbsup: About the collision issues, pixelhate already gave you the solution. Cheers. Edited October 5, 2018 by AmaccurzerO Link to comment Share on other sites More sharing options...
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