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[LE] Nif issues


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So, I've got this mesh that I want to be an item that you can pick up and put down. It should have havok behavior, basically. I've got it working for the most part... but the problem is that it's doing this:

[deleted]

As you can see, the bit to interact with it is pretty far away from the item itself. I need it to be directly near it. (I know it's an activator pictured here. Experimenting with something.)

I've tried tweaking it in NifSkope for days, messing with the center value on the bhkrigidbody and all that, but I'm not having any luck. I've also tried stealing the collision properties from a vanilla mesh that's similar with ChunkMerge, but no luck there either, that actually makes it worse.

Here's what should be the relevant info in NifSkope:

[deleted]

Any help to figure out what's going on here would be greatly appreciated.

Edited by TomTesoro
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Right click the mesh and Transform > Edit > Translation it X,Y,Z > to the BSFadeNode. It would be wise that everything is place in X,Y,Z, = 0 ( Center ).

In CK > in Misc itrms > find a mesh similar in size and Edit it > then replace the model with yours ( to correctly inherit the Havoc ) > give it a name and ID > and create New Forem.

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Thanks but I don't think we're on the same page here. It's already at X,Y,Z 0, but it's not showing that way in NifSkope.

 

As for your other point about replacing a mesh with mine in the CK, I don't think that's how that works. It would still be using the same information from the nif regardless.

 

---

 

Update:

 

I managed to fix that particular issue with Outfit Studio, but now it's just kind of rolling around and not sitting up straight.

Edited by TomTesoro
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- In the second pic. you posted is pretty clear that your mesh is far away from the BSFadeNode.


- " about replacing a mesh with mine in the CK ".

Well i guess you are gonna have to descover how it works correctly by yourself.


- " but now it's just kind of rolling around and not sitting up straight ".

I'll give you a hint... Collision.

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