hopecandecieve Posted January 6, 2009 Share Posted January 6, 2009 Does anyone know if it is possible to somehow disable havoc on objects in GECK? I am trying to decorate my Megaton basement into an armory but everytime I walk next to a weapon it comes crashing down... this is driving me insane. I have tried removing the collision data in NifSkope for all the weapons, but I cant locate the altered static versions of thge weapons in GECK, only the originals. I mean for the love of god, is it too much to ask to want to hang a gun on a wall? lol I have an assload of new modded custom weapons and I have a dream armory in mind, but I just cant get past the damned havoc engine problem, I WANT TO DECORATE DAMMIT!!!! Link to comment Share on other sites More sharing options...
neok182 Posted January 6, 2009 Share Posted January 6, 2009 to my understanding havok is built into the game engine and would be impossible to disable Link to comment Share on other sites More sharing options...
hopecandecieve Posted January 6, 2009 Author Share Posted January 6, 2009 Well then how was it done in Oblivion? They use the same engine right? And I know how to make the weapons static, I just dont know how to get GECK to recognize\accept\list the altered versions without writing over the original file name. For instance, I will remove the collision data for a weapon in NifSkope and save the file name as the original file name but with an s at the end to mark it static, and then while in GECK, only the original dynamic file appears even thought the static version is in the exact same location. Link to comment Share on other sites More sharing options...
rsugar Posted January 6, 2009 Share Posted January 6, 2009 All you need to do is make a new static object and designate the model as the original .nif. By placing it in the static objects category in geck, havok will automatically ignore it. Link to comment Share on other sites More sharing options...
zip2k4 Posted January 6, 2009 Share Posted January 6, 2009 I just made my little bar in my "Utopia" Underground citythe bar had a hunting rifle on display it havent fell down yet, even on contact...maybe just because it kinda rams into the wall.... idk :[I'll see what I can do about it :3 Link to comment Share on other sites More sharing options...
skojolt Posted January 6, 2009 Share Posted January 6, 2009 rsugar gave you the answer. Copy a static object id like a crate or something and change the model to a rifle or whatever you are after. You can make any nif into a static clutter object. Link to comment Share on other sites More sharing options...
fosley Posted January 6, 2009 Share Posted January 6, 2009 hopecandecieve said: I will remove the collision data for a weapon in NifSkope and save the file name as the original file name but with an s at the end to mark it static, and then while in GECK, only the original dynamic file appears even thought the static version is in the exact same location.Yeah, that's your issue. You've created the new model, but that doesn't automatically put it into the GECK list. You have to right-click and add a new static object with your new mesh before it shows up. Also, I thought if you made a static object, it would be static no matter what mesh you used? I may be wrong on that one. Link to comment Share on other sites More sharing options...
hopecandecieve Posted January 6, 2009 Author Share Posted January 6, 2009 But where do I put the file in the file directory\heirarchy? Do I leave it next to the original or place it somewhere else? And to replace an existing static, I would have to unpack the BSA for the meshes, so where would those files go afterwards also? Link to comment Share on other sites More sharing options...
hopecandecieve Posted January 6, 2009 Author Share Posted January 6, 2009 Also, how do I go about making up a number ID for them? Link to comment Share on other sites More sharing options...
skojolt Posted January 6, 2009 Share Posted January 6, 2009 take an existing world object like a static crate, rename it 'mydisplaytrophy' or whatever and it will prompt you to rename or duplicate. Choose duplicate and you have your new object. Right-click and edit that and it will have a mesh picker button. You have to have unpacked the mesh to pick it BTW. Theres a tool on here somewhere for that. oh and if it's a file already a mesh from the mesh bsa you don't have to do anything but pick it. The only reason you extract it is because the file picker sucks at reading bsa. Link to comment Share on other sites More sharing options...
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