Havoc, physics and collision type issues

Post » Wed Aug 11, 2010 6:56 am

I've been tinkering with a little project and I have hit a snag. Basically, I'm at the cluttering stage and wanted to have a shield and 2 crossed swords mounted on a wall as a coat of arms. I got that up no problem, but whenever I save my game inside that cell and reload, the havoc or collision goes nuts and the shield and swords just fall off the wall to the floor. I tried several different ways of doing this to no avail, so I am posting here for some much needed help, lol:

1) just dragged and placed the objects right from the weapons & armor object tree.

2) created new objects for my mod from the vanilla.

3) used a static of a painting, placed it in my space and gave it the shield mesh.

All 3 variations yielded the same bad result. :banghead:

Also, sometimes, a bookshelf I have with rows of books on them just explodes when I load a save inside that cell. :facepalm: (books go everywhere!)

(I am familiar and somewhat used to the "mousetrap effect" from modding and playing Fallout 3, but I never had this extent of problems.) Is it possible to make a SCOL out of the shield and swords in the CS, or would that even help?

Thanks!
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Wed Aug 11, 2010 11:31 am

It sounds like you aren't "settling" the havoked objects in the CS using the "Run Havok Simulation" button.

If you just place objects in the render window on tables, against walls, even pile items near and on top of each other - and you don't settle these objects in the CS - when you enter the cell that these items are in, in the game, they often will go nuts and go everywhere.

So go here:

http://cs.elderscrolls.com/constwiki/index.php/Containers%2C_doors%2C_Havok_objects%2C_and_Enemy_Placement#Havok_Objects

A little bit more info:

http://cs.elderscrolls.com/constwiki/index.php/Run_Havok_Sim

Koniption
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Wed Aug 11, 2010 10:07 am

There's a swords/shield Static setup like that already created for the fighters guild, You might it easiest just to re-texture that.

Items like weapons and clutter will not stay on walls, they obey gravity. Only statics will stay where placed.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Wed Aug 11, 2010 2:38 pm

OK, thanks for the replies. In the end I just went with the generic Fighters Guild static. It will do for now I suppose. Basically what I'm doing is a makeover to the Great Hall of Battlehorn Castle. I was bored and started tinkering with it the other night, lol. It's now officially taken on a life of its own as these things sometimes do. So I really wanted the Shield of True Horn and a couple of Fine Steel Claymores for the coat of arms to fit the theme of the castle. It's odd that these objects stay put when I enter the cell from outside, but fall right down if I load a save inside the cell. That didn't happen with the GECK for FO3, but I realize they are 2 completely different animals.

Anyway, thanks again!
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Aug 11, 2010 12:06 pm

Try creating a new static and assigning those meshes to the nif.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Wed Aug 11, 2010 2:27 pm

Try creating a new static and assigning those meshes to the nif.


Yeah, I tried that too and it didn't work either, lol.
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Wed Aug 11, 2010 8:45 am

Yeah, I tried that too and it didn't work either, lol.


Are you sure you did it correctly? Statics shouldn't have physics.
User avatar
Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Wed Aug 11, 2010 6:53 am

Are you sure you did it correctly? Statics shouldn't have physics.


Yeah, it doesn't sound right. If you can't get it done, then request for a static mesh to be created or have the mesh you want converted to static.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Wed Aug 11, 2010 12:33 pm

Yeah, it doesn't sound right. If you can't get it done, then request for a static mesh to be created or have the mesh you want converted to static.


Well, I'm not sure I did it right, but what I did was open the static object tree, right click, select new, gave it a unique name for my shield and selected the nif for the Shield of True Horn from my meshes directory. Then, I just drug it out into my space, positioned it where I wanted it to be, and hit save. I think that is the correct way to do it, right? And the thing I cannot understand is that when I enter the cell from the outside or even another cell it sticks right on the wall where it should. But if I save inside the cell it is placed in, and then reload that save, it falls right off the wall, lol. :facepalm: :banghead: Gotta love modding, right?! :rolleyes:
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Wed Aug 11, 2010 4:23 am

Well, I'm not sure I did it right, but what I did was open the static object tree, right click, select new, gave it a unique name for my shield and selected the nif for the Shield of True Horn from my meshes directory. Then, I just drug it out into my space, positioned it where I wanted it to be, and hit save. I think that is the correct way to do it, right? And the thing I cannot understand is that when I enter the cell from the outside or even another cell it sticks right on the wall where it should. But if I save inside the cell it is placed in, and then reload that save, it falls right off the wall, lol. :facepalm: :banghead: Gotta love modding, right?! :rolleyes:


Actually, I don't know how it's even working for you that far. You can't simply use that mesh, it has physics. You must change that nif, give a new name and set it as your nif to use for your new static or.. create a new one. Just because you created it in the construction set doesn't mean it removes it's physics. Gravity will still apply.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am


Return to IV - Oblivion