Making a container un-movable

Post » Tue Jun 01, 2010 7:11 pm

I've got a cigarette carton, which instead of being a misc item, is a container. Here's the problem, I want this container to be static, as in, trying to pick it up with the Z key should not work.
Is there any way I can do this in the GECK? Or is there something about the cigarettecarton.nif itself that does this?
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Vera Maslar
 
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Post » Tue Jun 01, 2010 8:22 pm

I believe you need to edit the nif itself.
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Dean Ashcroft
 
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Post » Wed Jun 02, 2010 6:52 am

I believe you need to edit the nif itself.

Damn, I was hoping that wasn't the case...
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james tait
 
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Post » Wed Jun 02, 2010 1:12 am

An easy non-NVSE approach would be to give it a script that uses SetPos and SetAngle on itself to keep it in its original position.
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Rachael
 
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Post » Tue Jun 01, 2010 7:30 pm

oops.. bad info. See Miaximus' response below.
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Isabella X
 
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Post » Tue Jun 01, 2010 9:36 pm

Ah, it's that easy? Alright then, thanks, I'll give it a shot when I have the time.
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Jennie Skeletons
 
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Post » Wed Jun 02, 2010 6:58 am

Ummm well, removing the collision would make it static but it would also allow your hand, body, other NPCs, whatever - to pass right through it. :) You need collision to activate it.

Urge, use http://rapidshare.com/files/432413816/cigarettecartonSTATIC01.nif. I made the a static version of the cigarette carton for you by modifying the flagging in NifSkope to make it properly static, and tested it.

Copy this into your Data\clutter\junk\ directory. Then take your container, give it a custom FormID (so that it's yours), and assign this model to it.

Luck,

Miax
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Matt Bee
 
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Post » Tue Jun 01, 2010 10:05 pm

Miaximus is right. My bad. I was going by memory thinking of something I did in FO3, but I just checked, and that wasn't it .
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carly mcdonough
 
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Post » Wed Jun 02, 2010 3:45 am

Thanks a lot :)
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Reanan-Marie Olsen
 
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Post » Tue Jun 01, 2010 10:28 pm

Where's the flag in nifskope?
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Marine Arrègle
 
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Post » Tue Jun 01, 2010 10:19 pm

That's a bit of a longer question, but I have some notes I can share from Fallout 3. It's not one flag, its many.

http://www.gamesas.com/index.php?/topic/981311-proper-use-of-havok-data/page__view__findpost__p__14239714 that talks about Havok data and what the flags mean, warning - it's quite a read!

When I change stuff, here is my abbreviated version:

Layer: OL_STATIC (statics) or OL_PROPS (physics)Layer Copy:  OL_STATIC (statics) or OL_PROPS (physics)Motion System: MO_SYS_FIXED (statics) or MO_SYS_BOX (physics - there are other types of MO_SYS_**** as well, check the flags in NifSkope for a complete list)Solver Deactivation: SOLVER_DEACTIVATION_OFF (statics) or SOLVER_DEACTIVATION_LOW (physics - there are other options here too, refer to above post for further reading)Quality Type: MO_QUAL_FIXED (statics) or MO_QUAL_DEBRIS (physics) 


Now there may be other settings that could be beneficial, and there are Alot of options in the flagging as you can see from the post, but the ones I quote above come from objects in Fallout 3/NV; The common ashtray provides the flagging for objects we want to have physics, and a common box/storage container provides the static flagging. Dozens and dozens of each type of object (static and with physics) use the above flagging. Still I encourage you to try them out and test for yourself.

One of the modders with more havok expertise may be able to provide us with further insight as well.

Otherwise, good luck! :)

Miax
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naome duncan
 
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