zeroplumber Posted September 28, 2012 Share Posted September 28, 2012 Hi I have a quick question about making non-static items (like the wrenches and tin cans) into static items. I ask this because I set up a DJ station for a mod I am practicing with (no other mods just with the straight GECK) and I want to know if it's possible to create or turn these items into static ones (like the concrete bricks) so that the player can't knock them over or pick them up. I make a faux "microphone" with tin cans and wrenches (I thought it looked "inventive") but I don't want them to be picked up or knocked over. Thanks in advance. Link to comment Share on other sites More sharing options...
TheNeglected Posted September 29, 2012 Share Posted September 29, 2012 Instead of trying to turn the existing wrenches and tin cans into static items you could simply create a couple of new static objects that uses the meshes of the wrench and tin can. From this topic:The easiest way I can think of if you don't want to unzip your BSAs (I wouldn't). Would be to go into the weapon in the Geck, highlight the Nif path , CTRL-C to copy it, then paste to notepad.Create a new static object MYStaticWeapon, for example and leave the model blank. Save and exit Geck. Open the plugin with FNVEdit, find the item on the left and highlight it. On the right you will see a Model field that is greyed out. Select the empty box to the right of it , right-click, then 'add'. Copy the saved NIF path from notepad. Select the the blank area to the right of 'Model Filename', press F2, then CTRL-V (paste). Exit, then save. Link to comment Share on other sites More sharing options...
prensa Posted September 29, 2012 Share Posted September 29, 2012 zeroplumber - Hello! You can change most items into Statics easily with Nifskope: http://sourceforge.net/projects/niftools/files/nifskope/1.0.22/nifskope-1.0.22.8329d39-windows.exe/download I use that slightly older version of Nifskope as I've noted it's a little more Fallout 3 friendly. You'd open a copy of the model you want to change into a static in Nifskope. Expand the First block's details & find the: BhkCollisionObject Expand that & find: BHKRigidBody That can also sometimes be a: BHKRigidBodyT Now left click on the BHKRigidBody so it's details show up in the bottom "Block Details" window. You're going to have to change a few settings here, these can be changed by double clicking on the old setting & selecting the new one I list from a pull down. Note that when I say the old setting "will be" it's an example as there are several possible settings depending on what model you are using. Layer, will be OL_Clutter (or OL_Props) changes to OL_Static. Layer Copy, will be OL_Clutter changes to OL_Static. Motion System, will be MO_SYS_BOX changes to MO_SYS_FIXED. Solver Deactivation, will be SOLVER_DEACTIVATION_LOW changes to SOLVER_DEACTIVATION_OFF Quality Type, will be MO_QUAL_DEBRIS changes to MO_QUAL_FIXED. That's it, you should notice the Collision mesh around the model has changed from purple to red in Nifskope's render window. Remember to save your .nif BEFORE closing as Nifskope won't remind you. :) Add as a new item in game through GECK under Statics as normal. Hope this helps! Prensa Link to comment Share on other sites More sharing options...
zeroplumber Posted September 30, 2012 Author Share Posted September 30, 2012 Thank you for the replies! I will try both methods tonight when I make another run through the mod. I'll post some snapshots when I am done so you can see how well it works out, I really appreciate the help. :) Link to comment Share on other sites More sharing options...
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