Jump to content

Quick question on static items.


zeroplumber

Recommended Posts

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...