antstubell Posted October 23, 2019 Share Posted October 23, 2019 Got me a moveable static chair lift. Two statics 'stuck' together in Nifskope. That's the chair and platform below it in the screenshot. Player can't obviously sit on a moveable static because it isn't furniture. So I placed an invisible player sit marker ob top of it. The primitive in the screenshot has the script that makes player sit when activated. If I translate the chair/platform moveable static I am sure the player will be left sitting in the air on the marker. If I make the mesh into furniture - can I translate it because it won't be a moveable static?Ideas please. Link to comment Share on other sites More sharing options...
Evangela Posted October 24, 2019 Share Posted October 24, 2019 You can sure try, but check if it doesn't void the player's collision, since Translation has been known to do that. Link to comment Share on other sites More sharing options...
Hoamaii Posted October 26, 2019 Share Posted October 26, 2019 My experience is more often than not, the mesh will translate but the collision box won't - and will probably remain in place where your mesh was before translation, creating some invisible wall in your cell. You can try to use MoveTo instead, or disable the first mesh and PlaceAtMe a new one where you want it repositioned, though visually of course, the effect will be signifcantlly different in game. A combination of both may do the trick: first translate your mesh, then spawn a new instance of it right on top of it (same world coordinates), and as soon as your placed object is 3Dloaded, disable and delete the old one, that should rid your cell of both the unmoved collision box and the moved furniture, as well as still visually look like the furniture has been "pushed" where you want it to be. A lot of Skyrim's modding is finding workarounds to "cheat" the game's limitations... ;) Be aware however that if you're trying to do this with pieces of furntitures in Vanilla cells like player homes for instance, furnitures won't budge no matter what - they seem to be baked in your saves the first time you enter the cell. They may seem to do what you want at first, but will respawn in their original position as soon as the cell resets. Link to comment Share on other sites More sharing options...
antstubell Posted October 26, 2019 Author Share Posted October 26, 2019 I know how to translate collision with meshes, it's a matter of changing rigid body Havoc Layers of the static in Nifskope to ANIMSTATIC and Motion to MO_SYS_BOX. This works 90% of the time and personally I translate a lot of Moveable Statics, which were once just statics in my mod. The issue I was raising is can I translate furniture.I've abandoned the idea since but I'm sure I'll look into it in the future. Link to comment Share on other sites More sharing options...
Hoamaii Posted October 26, 2019 Share Posted October 26, 2019 Yeah, I got that, moveabaleStatics' collision is not lost in translation, I know - but I was talking about furniture too. No idea yet how they ultimately behave when you change collision objects motionsystem or layers. I'm experiencing with custom furnitures right now for different reasons than you were, and I found that in some instances modifying their collision box makes them unactivable. So there's more to furnitures' collision than just havok - I'm trying to figure that out. Link to comment Share on other sites More sharing options...
antstubell Posted October 26, 2019 Author Share Posted October 26, 2019 Let me know hoe you get on. Link to comment Share on other sites More sharing options...
Recommended Posts