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Is it possible to retain the navmesh on the model when putting this model in CK world scenes?


g2mXagent

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No it can't.

Ah, ok!

Yeah I thought so, because as fas as I understand it, a SCOL is just a "collection of statics" that can be used like a "normal static", but can be edited later.

(For example you want to make the exterior of a skyscraper and want every floor to look the same, you would make an SCOL for a floor and then use that for every floor.)

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No it can't.

Ah, ok!

Yeah I thought so, because as fas as I understand it, a SCOL is just a "collection of statics" that can be used like a "normal static", but can be edited later.

(For example you want to make the exterior of a skyscraper and want every floor to look the same, you would make an SCOL for a floor and then use that for every floor.)

 

 

It's partly that, partly optimization. If you don't need the optimization*, and want the advantages of being able to have properties and navmesh and such, you can either use a packin, or make a SCOl, place it, then break the SCOL into its parts (effect should be the same for both).

 

 

For the object above, that is actually already a static: workshop_ShackPrefabCornerLg01 "Corner" [sTAT:0018B997]. All the vanilla buildable prefabs are. Since an SCOL can't have properties, they can't be given the "WorkshopStackableItem" keyword, meaning you would not be able to place a bunch of things down in them. So anything with the prefix workshop_ is a static.

 

While some pre-placed vanilla SCOLs are in settlements and can be built on/in, that is because Bethesda basically made it so precombined meshes are treated as ground when it comes to placing things, which made things a bit annoying for Scrap Everything. It's why the optional "Building placement fix" plugin has some SCOLs broken into their component statics.

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