aviform Posted March 23, 2013 Share Posted March 23, 2013 I'm sitting on a lot of objects that all have very similar makeup to moveable clutter items, but, unfortunately, they are static. Is there a way to, say, copy/paste the collision data in nifskope to these? Every time I try it doesn't work. It seems to always copy to the outside of BSFadeNode rather than inside. Can someone please help with this? I've tried Chunkmerge, but that doesn't seem to be working either. Please, I've been stuck on this problem for days and no one seems to know the answer. Link to comment Share on other sites More sharing options...
scrivener07 Posted March 24, 2013 Share Posted March 24, 2013 Static and MovableStatic are two different types in the CK. Did you use the right one? Link to comment Share on other sites More sharing options...
aviform Posted March 24, 2013 Author Share Posted March 24, 2013 Yes. I have the objects in clutter, but the problem is, the models themselves are static. Though they are very similar to vanilla objects, just different textures and sometimes stuff like added gems. Link to comment Share on other sites More sharing options...
ArtMurder Posted March 24, 2013 Share Posted March 24, 2013 I'm not to knowledgeable on this kind of thing, but would it just be easier to make the movable object version look like the static version then to make the static version movable? Link to comment Share on other sites More sharing options...
aviform Posted March 24, 2013 Author Share Posted March 24, 2013 Unfortunately, no. The differences are significant enough I couldn't replicate them, and as I'm using a resource from TESA that would be considered copying their resource. Plus, many of them are actually new models entirely, though some are clearly edited from vanilla. All are similar enough to vanilla that if I could be told how, I could use the collision data for vanilla objects on them. Link to comment Share on other sites More sharing options...
jet4571 Posted March 24, 2013 Share Posted March 24, 2013 I would copy the mesh from the mod into the vannilla and replace the vannilla mesh with it rather than trying to move the collision. Link to comment Share on other sites More sharing options...
aviform Posted March 24, 2013 Author Share Posted March 24, 2013 Er, would that work? It seems like it'd be just as problematic as trying to copy the collision over... Link to comment Share on other sites More sharing options...
jet4571 Posted March 24, 2013 Share Posted March 24, 2013 Well it worked perefctly fine for an urn i made. just swapped the vanilla mesh with mine and changed the textures. I used the GlazedJugSmall01.nif for the base and imported my mesh, deleted the glazed jug. Then just set my texture paths. Worked fine in the game. The original urn nif didnt react to havoc but after swapping the jugs it did. Link to comment Share on other sites More sharing options...
aviform Posted March 24, 2013 Author Share Posted March 24, 2013 (edited) It works. You are a genius. Edited March 24, 2013 by aviform Link to comment Share on other sites More sharing options...
jet4571 Posted March 25, 2013 Share Posted March 25, 2013 Well good, glad it worked for you. Link to comment Share on other sites More sharing options...
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