ImsumDave Posted April 13, 2021 Share Posted April 13, 2021 (edited) I'm having a seemly an unexplicable problem. I have a quest, that quest has a reference alias, that reference alias is forced to an object reference in a certain cell, that object is initially disabled, that reference alias has an attached script that enables said object reference. I have effects and sounds that play during the same function in which the enabling occurs. The object reference is an enable parent to two triggers boxes. The effects and sounds play, the triggers are enabled and trigger (EDIT: one trigger is enabled elsewhere and the other does not enable and does not trigger), but the object reference that is being enabled is not visible. That is unless I place a duplicate object reference of the same form in it's proximity. In creation kit, the duplicate is not initially disable, but it does not appear in it's placed location in game. It seems to take the place of the object the reference alias points to. I have absolutely no idea why this is happening. Any ideas? I have tested it on two different clean saves. Edited April 13, 2021 by ImsumDave Link to comment Share on other sites More sharing options...
ImsumDave Posted April 13, 2021 Author Share Posted April 13, 2021 (edited) Update: I've created a separate esp with just the object. The object is a movable static with a nif/gamebryo animation and a nicontrollermanager (multiple animations contained in nif). The issue seems to be unrelated to the quest or reference alias. I am experiencing the same behavior, where if one object is placed in the cell, the object is not visible. However there is collision but it is not to the correct scale. If two of the objects are placed in the cell, one appears in the first placed objects place, and the other is not visible. Edited April 13, 2021 by ImsumDave Link to comment Share on other sites More sharing options...
ImsumDave Posted April 14, 2021 Author Share Posted April 14, 2021 Another Update: Seems the problem was the bhkCollisionObject (collision block seen in Nifskope). I have it as a collision node on a sub NiNode of the BSFadeNode. This is so that it moves with my animation. However, the target value on the bhkCollisionObject node was set to the root BSFadeNode, instead of the sub NiNode. Changed that to the NiNode and the problem went away. Why it resulted in this behavior, I have no idea. Link to comment Share on other sites More sharing options...
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