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Posted

In Fo4Edit add new custom junk item like copy of can add junk items and set NIF from Tool_case - it's work )))
After unpack nif an dds (edited dds in PS) changing nif paths to dds + path to bgsm with new path to dds, after pack it all Archive2 - it's works at last! but if i drop down this junk item it hangs in the air (((
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Mod file http://kvach.linux70.ru/4web/Geck_mod.7z
GECK placed at supervisor's table Vault 111
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In what file is the geometry of the object? esp or bgsm or nif??? help :wallbash:

Posted

Your .nif is using a static collision, you will need to edit it. You can use 3D max or use nifscope to copy a collision from another nif if you don’t have 3D max.

 

From the screen it looks like you could use the collision from an armor go.nif.

Posted

Jep. I'd suggest using the burnt book as a physics template.

You have to export the physics into a .txt file and then import it into your .nif.

Basically the objects physics is presented as a number.

Posted (edited)

I'm using NifSkope_2_0_2018-02-22-x64 , Tool_case had animation node and scene, so i took can nif and insert BSTriShape from Tool_case without anim nodes.
Changed path in .BGSM to new DDS textures and changed pat to textures in NIF too...
After that, any interaction with the object in game was lost. Then I increased the radius Bounding Sphere (not helped) and i find differences between can.nif and Tool_case.nif into 0 NiNode: Children none - Tool_case, Children can - itself, so i add children in Tool_case by himself and it's works...
Now when i drop down item, it falls halfway through the texture (center point).
https://dropmefiles.com/Fm3yk

Edited by Kvach
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