Kvach Posted March 28, 2019 Posted March 28, 2019 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 (((Mod file http://kvach.linux70.ru/4web/Geck_mod.7zGECK placed at supervisor's table Vault 111In what file is the geometry of the object? esp or bgsm or nif??? help :wallbash:
chucksteel Posted March 28, 2019 Posted March 28, 2019 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.
Zorkaz Posted March 29, 2019 Posted March 29, 2019 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.
Kvach Posted March 30, 2019 Author Posted March 30, 2019 (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 March 30, 2019 by Kvach
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