g2mXagent Posted October 9, 2020 Share Posted October 9, 2020 Is it possible to retain the navmesh on the model when putting this model in CK world scenes? Link to comment Share on other sites More sharing options...
Zorkaz Posted October 9, 2020 Share Posted October 9, 2020 No. Unless you output the static collection as a .nif, then reimport it.Normal static objects can get a custom navmesh. You can right click on them and choose the navmesh button. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 9, 2020 Share Posted October 9, 2020 Wait a second ...A static collection can have navmesh? I guess there is a lot of stuff I don't know about SCOLs ... Link to comment Share on other sites More sharing options...
Zorkaz Posted October 9, 2020 Share Posted October 9, 2020 No it can't. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted October 9, 2020 Share Posted October 9, 2020 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.) Link to comment Share on other sites More sharing options...
VIitS Posted October 11, 2020 Share Posted October 11, 2020 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. Link to comment Share on other sites More sharing options...
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