antstubell Posted July 10, 2019 Author Share Posted July 10, 2019 Meshes that were made for Oldrim, the ones I am attempting to use in SSE, have to converted. I use Nif Optimizer. I'm still playing in Nifskope and so far all I have managed is to make a mesh invisible. Keep experimenting though.Great info. on the container issue. Love learning new stuff :thumbsup: Link to comment Share on other sites More sharing options...
c0ax599 Posted July 11, 2019 Share Posted July 11, 2019 (edited) There's a front view of the "Ingots shelf" I made using that method mentioned by maxarturo, You can't see the hidden container behind it and outside the room. Wanna learn that stuff quick? Search DuckDuckGo for "DarkFox127 skyrim tutorials". They're all youtubes, and are excellent to use today for SSE, even though they're older. So far I've used them to learn to make a bookshelf (the good kind with individual books - much harder tho!), A fireplace i can turn on and off. Containers from statics like maxarturo mentioned. Chairs from statics, etc. Forgot one, learned the basics of NavMeshing from him too.c0AX599 Edited July 11, 2019 by c0ax599 Link to comment Share on other sites More sharing options...
antstubell Posted July 12, 2019 Author Share Posted July 12, 2019 Misc. from Non-Vanilla Statics.Ok, finally sorted this out. It's the same process used to make weapons out of anything.In one of my cases I will refer to the sewing kit as shown in pictures.Firstly the mesh is for Oldrim so Nif Optimizer needs to be used, I say 'needs' means I used it, dunno if it works without optimizing... anyway.So you've got your mesh, now you need a mesh similar in size and obviously a Misc, Object. Perfect for me was a bucket. Open both meshes, side by side. Click on 0 BSFadeNode (top most). In the details in the window below, right click Name and choose Edit String Index. Rename to whatever you want but you have to do this with BOTH meshes and give them the SAME name.On the mesh you're going to convert (your new mesh, not the bucket), IF YOUR MESH HAS COLLISION right click bhkCollisionObject > Block > Remove Branch. We will use the collision of the bucket and if your mesh doesn't have bhkCollisionObject then it will inherit the bucket's collision.Now we need to copy your mesh shape(s). Right click, one by one, every BSTriShape > Block > Copy Branch. In the bucker mesh make sure the top most 0 BSFadeNode is hifhlughted and right click Block > Paste Branch. Once all your BSTriShape have been copied and pasted, right click the bucket (in my case) in the window and Block > Remove Branch. Bucket will disappear and you're left with your mesh with collision.Save and enjoy. Link to comment Share on other sites More sharing options...
c0ax599 Posted July 12, 2019 Share Posted July 12, 2019 And you acted like you don't know nothing. ;) That's pretty deep. But like you, i like to learn too. That concept gives me a little info to possibly use in Nifskope. I've mucked around in nifskope a bit, just trying different things, deleting this or that... Recenty edited a nif of the "cooking pot", got rid of the smoke (after trial and error). Made a static. And got it linked to my on/off fireplace, works great. BUT, it disappears for a second when lighting or turning off the fire. Trick to fix? Add a third cooking pot, all on the same coords, and it is not linked to anything. Solved it. Just a slight wobble when you turn the fire off. But I think that's due to the pot swinging ever so slightly. Sorry for getting a bit off topic here. Link to comment Share on other sites More sharing options...
antstubell Posted July 12, 2019 Author Share Posted July 12, 2019 I've experienced what you're talking about, it's a kind 'fade' when one object is disabled to be replaced by a newly enabled object. There is a 'Pop In' checkbox in the object's Enable Parent Tab and you know what... I've never thought about seeing what it does.God.. so much to do. Link to comment Share on other sites More sharing options...
c0ax599 Posted July 13, 2019 Share Posted July 13, 2019 Hmm, I'll check that! Thanks Link to comment Share on other sites More sharing options...
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