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Container floats in river


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You've got a nice chest... ooh! That sounded a bit wrong!

 

Right, I'm on it. Just before I head off, did you alter the size in Nifskope, or are you just editing the 3D data tab for the 'chest' in CK? if you edited the mesh you'll find that the collision for it remains the same size as for the bigger item. in this case it shouldn't matter unless we need to add a collision cube around the chest set to L_InvisibleWall to stop it drifting off. At that point We'll need to know how big its collision is.

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We're now in the same boat... paddling madly after a floating chest!

 

At least I've replicated the problem. I'll try collision cubes next and see if that restrains it. failing that, I'll try removing the collision block in NifsKope and adding new collision to it. That has to be done with a 32 bit mesh but it doesn't cause any issues. The other thing I can think of is to add an activator linked to a real chest under the water by inserting a static flute and adding a trigger box to the static flute. That will have the appearance of the flute but work like a chest.

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Solved!

 

you need to open the nif for the flute in Nifskope (Clutter/Common/flute01.nif). You can edit the SSe nif for this, you don't need to use the 32 bit nif file.

 

you'll then need to open up block 4 BHKrigidbody. here you need to edit the following...

 

Change the layer to SKYL_Static

Change the motion system to Mo_Sys_Box_Stabilized

change the quality to Mo_Quality_Invalid

 

Then run Spells/optimize and choose combine properties, then remove bogus nodes and finally remove unused strings.

Still in nifskope use spells/sanitize and run all of the options here.

 

Rename and save your NIF in Skyrim/Data/Meshes/YourModName

 

Go into CK and change the model path for the container to the new NIF you just created and stored in the data directory.

 

That's exactly what I just did and now the flute remains exactly where its put, just like any other chest and it still works as a container. I can 'open' it to check contents

 

The main issue looks to be that the flute layer is SKYL_Wood but editing the motion system and quality was just a precaution in case these over-rode the layer.

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The other thing I can think of is to add an activator linked to a real chest under the water by inserting a static flute and adding a trigger box to the static flute

 

I'm sure I tried that but couldn't get it to work :(

I will give it another go though as a static is the only thing that stayed where it was put.

Wouldn't need to link it... on activate would just give the right item to the pc and delete the static and box.

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