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Static collection issue (a little help needed)


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Greetings fellow CK enthusiasts and Happy New Year to you!


I come seeking knowledge and a little help. I have created a custom stair case using in-game static components, turned that group of components into a static collection, and placed it into my mod. I set the spacing of the individual stairs to be roughly equivalent to other staircases in the game. In game, it looks fine; however, there seems to be a slight issue as I cannot walk up the stairs in a normal fashion. I can bunny hop up them but not walk. Any theories as to what I haven’t done or how I might go about resolving said issue would be greatly appreciated.


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I guess (don't know for sure) that you would have to:

 

- recreate NIF from the SCOL data

- Import into 3DSMax

- Add a stairhelper thing to the model

- export to NIF again

 

Something you could try (in case of lacking 3dsmax) is, stealing the collision from one of the existing stairs (if roughly equivalent in size and shape) and plopping it into your NIF, using NifSkope.

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You can show/hide the collision outlines of objects in your cell by toggling the F4 key. That might give you a better idea of what is going on with the collision on the stairs since you'll be able to see it. Hint: sometimes the collision outlines don't show right away if you hit F4, especially if you've had the CK open for a while. Use the F5 key to refresh the cell, then hit F4 again. That always brings up the collision outlines for me if they don't display the first time.

 

 

Or add an invisible rectangle to your scol, that has physics.

 

Eg. take one of the QrySlabs, give it an invisible material and lay it out so you have a ramp.

You can also use a collision cube marker(s) scaled and rotated to fit where required. Less effort required for the same result.

 

https://www.creationkit.com/index.php?title=Creating_Primitives

 

EDIT: if this is going to be a constructable workshop item, I don't think the collision primitive is going to work for that use case.

Edited by RedRocketTV
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What I often do in such cases is add an extra object, but with a distinct material. like a wooden plank if the rest is made of metal. then generate a nif from the scol. then, using nifskope, delete the wooden trishape
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Thanks folks. All good input and something new for me to learn. Since I don't have 3Dmax, the other options will hopefully suffice. It will not be a construtable object so I don't have that to worry about. I may need to come back and ask for additional instructions if I can't figure it own, but as always I appreciate the help. You guys rock!

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Greetings folks,

 

Just wanted to report back and let you know I got it working properly, and thank you all once again for the help. For an implementation schema, I will hook up a button and platform helpers, which (1) activates (opens) access to the floor above, (2) creates an small access well on the first level, and have the custom stairwell telescope out and upward (45 angle) out of the access well. Preliminary tests on that look good, but need to tweak some of the timings. I made good use of your Creation kit tutorial there Red Rocket TV.

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