SKKmods Posted May 2, 2020 Share Posted May 2, 2020 The past success of adding physics to a collision object via Static SCOL combinations is not working for a Mr Handy Box. If anyone has time and ability, I would be extremely grateful if you could add physics to this NIF to support Motion_Dynamic and player grabbable for OnGrab and OnRelease events. SetDressing\PlayerHouse_Ruin\PlayerHouse_Ruin_HandyBox01.nif ... or if you already have a square/box shaped NIF that is grabbable and I can use as a marker in my dynamic Move Workshop Markers mod. Link to comment Share on other sites More sharing options...
Zorkaz Posted May 2, 2020 Share Posted May 2, 2020 Why do you need help? The Mr.Handy Box is already a movable static with physics Link to comment Share on other sites More sharing options...
SKKmods Posted May 2, 2020 Author Share Posted May 2, 2020 Because it cant be player grabbed or moved NOT IN WORKSHOP MODE for OnGrab and OnRelease events . Even forcing: Self.SetMotionType(aeMotionType = Motion_Dynamic, abAllowActivate = TRUE) keep up at the back. Link to comment Share on other sites More sharing options...
langnao Posted May 4, 2020 Share Posted May 4, 2020 https://drive.google.com/file/d/12WqC_BPDAki1ADWcWFe-4ZjDCEGRNj8w/view Not sure if it was correctly done, it can be picked up, drop ,etc ... Link to comment Share on other sites More sharing options...
SKKmods Posted May 4, 2020 Author Share Posted May 4, 2020 Appreciated, unfortunately that NIF has lost collision and still can't be grabbed :sad: (even by Zorkaz) Link to comment Share on other sites More sharing options...
pepperman35 Posted May 4, 2020 Share Posted May 4, 2020 i also gave it a try, maybe the collision will work...maybe not. Link to comment Share on other sites More sharing options...
SKKmods Posted May 5, 2020 Author Share Posted May 5, 2020 @pepperman5 yay ! that worked, has collision and is grabbable may thanks. What magic incantations in which application did you use to effect the transformation ? Link to comment Share on other sites More sharing options...
pepperman35 Posted May 5, 2020 Share Posted May 5, 2020 In 3ds max I used weapons-related physics for the collison shape and on the specific export script portion. Glad it worked for you! Link to comment Share on other sites More sharing options...
SKKmods Posted May 5, 2020 Author Share Posted May 5, 2020 Ah yes, that 3ds product which is no longer available. IOU if ya need any scripts, let me know ;) Link to comment Share on other sites More sharing options...
langnao Posted May 6, 2020 Share Posted May 6, 2020 In 3ds max I used weapons-related physics for the collison shape and on the specific export script portion. Glad it worked for you! Exactly what I have done or have been doing. All my weapon mod was created with weapon-type physic and even for any object that needs world object, to be dropped or pick up from the world ... Link to comment Share on other sites More sharing options...
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