DocMoebius Posted April 8, 2020 Share Posted April 8, 2020 I'm creating some kit bashed vehicle SCOLs at the moment and I'm forced to use the static object tire(Tire03HollowStatic), which I know causes strange behavior because Bethesda probably just converted their movable Static tire to a static object. No matter what I do, the SCOL will always have physics, no matter in which order I select the objects of my SCOL. Right now I'm just using "don't havok settle" for instances in my worldspace to avoid this stupid behavior. I do know 100% that Bethesda themselves created SCOLs with such strange behavior(their Tractor SCOL for instance), so I wanted to know if this can cause any problems in the long run or if somebody knows a more elegant way to avoid this? Should I just break my SCOL up everytime I place it? Link to comment Share on other sites More sharing options...
MissingMeshTV Posted April 9, 2020 Share Posted April 9, 2020 Have you tried adding the DefaultDisableHavokOnLoad script to your refs? That should totally disable any physics on them. Link to comment Share on other sites More sharing options...
DocMoebius Posted April 9, 2020 Author Share Posted April 9, 2020 It already seems to work in game with just "don't havoc settle" but I also added your recommended script just to be sure. The problem is that the SCOL is still freaking out in the CK. It's not falling or moving but its position is displayed in a wrong way. Link to comment Share on other sites More sharing options...
Zorkaz Posted April 9, 2020 Share Posted April 9, 2020 The best solution is that you duplicate the tire model and use your own. Then you'll give it "empty" physics from another object which you'll have to export and import via nifskope. Lesser solution: You'll export the SCOL as a .nif and try to play around with it as a whole. You could apply a different physics model via nifskope for instance... But as I know very well this is just a big mess. I made a tutorial about SCOLs a long time ago and it might be outdated a bit but you can take a look at it, it deals with swapping out physics https://www.nexusmods.com/fallout4/mods/37329 Link to comment Share on other sites More sharing options...
thousande Posted April 9, 2020 Share Posted April 9, 2020 Same experience as Zorkaz. Ideally you should create new physics/collision so you get the correct hit/sound mapping etc.It may be weird with a woody hit sound on a tire or the important quest item disappears into the tire :smile: If clipping / sound in-game is not an issue you may duplicate the tire and remove the physics all together. Also, I think there are a couple of static tires in vanilla. Maybe these can be used. If you run the havok sim in CK, it seems like any cell-loaded-SCOL reference containing a nif/physic will run it's physics Link to comment Share on other sites More sharing options...
DocMoebius Posted April 9, 2020 Author Share Posted April 9, 2020 (edited) The best solution is that you duplicate the tire model and use your own. Then you'll give it "empty" physics from another object which you'll have to export and import via nifskope. Lesser solution: You'll export the SCOL as a .nif and try to play around with it as a whole. You could apply a different physics model via nifskope for instance... But as I know very well this is just a big mess. I made a tutorial about SCOLs a long time ago and it might be outdated a bit but you can take a look at it, it deals with swapping out physics https://www.nexusmods.com/fallout4/mods/37329 I already had something like this in mind. Thanks. I'll definitely check out your tutorial.Edit: Alright. Following your tutorial as it seems to be the best way. Unfortunately the file "ANophysics.txt" that you mention there isn't included and I don't get the "import binary" option in Nifscope 2.0.Same experience as Zorkaz. Ideally you should create new physics/collision so you get the correct hit/sound mapping etc.It may be weird with a woody hit sound on a tire or the important quest item disappears into the tire :smile: If clipping / sound in-game is not an issue you may duplicate the tire and remove the physics all together. Also, I think there are a couple of static tires in vanilla. Maybe these can be used. If you run the havok sim in CK, it seems like any cell-loaded-SCOL reference containing a nif/physic will run it's physicsWell, the problem is that I'm using a static vanilla object which Bethesda themselves created from a movable static, as far as I can tell. Removing the physics all together might be a decent solution in some cases where the tires are hidden/unacessable under the car body. The thing is that I'm also working on a few more futuristic designs where the tires are further away from the actual car body. More like a tractor if you will, lol. Regarding your part about any cell-loaded-SCOL performing its physics: I was always under the impression that this is the case but I watched a tutorial of the Bethesda Mod School series and it seemed that they had some kind of work around by changing the order in which you select the objects for your SCOL, but I was never able to replicate it. Edited April 9, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
thousande Posted April 15, 2020 Share Posted April 15, 2020 > I was always under the impression that this is the case but I watched a tutorial of the Bethesda Mod School series and it seemed that they had some kind of work around by changing the order in which you select the objects for your SCOL, but I was never able to replicate it. Maybe. Sounds strange, but who knows. I think the last selected reference's pivot point becomes the collection's pivot point and there is a static-collection-pivot-dummy object in static(?) for this (search for pivot*dummy or similar). Which nif / tire is it? I have a similar task to make some tires with collision only in my project and may fix this while at it. Link to comment Share on other sites More sharing options...
DocMoebius Posted April 17, 2020 Author Share Posted April 17, 2020 > I was always under the impression that this is the case but I watched a tutorial of the Bethesda Mod School series and it seemed that they had some kind of work around by changing the order in which you select the objects for your SCOL, but I was never able to replicate it. Maybe. Sounds strange, but who knows. I think the last selected reference's pivot point becomes the collection's pivot point and there is a static-collection-pivot-dummy object in static(?) for this (search for pivot*dummy or similar). Which nif / tire is it? I have a similar task to make some tires with collision only in my project and may fix this while at it.I already use the static collection pivot dummy. The tire that I'm using - as described in my initial post - is Tire03HollowStatic. Link to comment Share on other sites More sharing options...
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