Making a movable static based on a misc item?

Post » Mon Mar 14, 2011 5:45 pm

Hello all,

As the title implies, I want to make a movable static based on a model used by a misc item - well, there's some other stuff too but the principle should be the same.

So I went into the GECK and chose to make a movable static based on the misc item "Turpentine".

The problem I run into is choosing the model. Now, I'm sure this was easier in TES:CS for Morrowind, I thought I'd done something similar but maybe not.

I thought I could choose the model, Clutter\Junk\Turpentine01.NIF, for the new movable static but it's not that simple.

So, do I need to unpack one of the .bsa files, and if so, which ones? Or is there something I can change in the GECK or the .ini to allow me to choose models that are in the .bsa?

And if I do unpack the .bsa (I believe FOMM can do this for me?) and find the model I want should I then put it in a new folder for my mod e.g. C:\Program Files (x86)\Bethesda Softworks\Fallout 3\Data\MyMod?

Thanks :)
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Eileen Müller
 
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Post » Mon Mar 14, 2011 10:10 pm

To be able to choose it you must unpack it from the BSA with FOMM. Place it at 'Clutter/Junk/Turpentine01.nif' so its the one the game recognizes, that way you don't need to pack it for people playing your mod to use, the game will use the prexisting one, packed in the BSA.
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Javaun Thompson
 
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Post » Mon Mar 14, 2011 4:31 pm

To be able to choose it you must unpack it from the BSA with FOMM. Place it at 'Clutter/Junk/Turpentine01.nif' so its the one the game recognizes, that way you don't need to pack it for people playing your mod to use, the game will use the prexisting one, packed in the BSA.


Cool, I'll get hold of FOMM and give this a go, thanks :)
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Nicole Mark
 
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Post » Mon Mar 14, 2011 2:53 pm

Ok, got this to work...kind of.

I can make the new object with the example listed.

However, I am now trying to turn an item into a container. I can add the mesh to it but it still has Havok, so it can be dragged, which is no good.

I have one possible solution in mind but I'm not sure it's doable - an invisible activtator to cover the container with a script to activate the container with an OnActivate set up. (The idea being to use a collision object over the container and the invisible activator over that). Can I do this?

The other alternative is to use NifSkope to remove Havok from the object model I am using for the crate but I opened it in NifSkope and couldn't figure out how to do that.

Any advise would be appreciated :)

Thanks.
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stephanie eastwood
 
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Post » Mon Mar 14, 2011 10:59 pm

I think I might actually have this figured out :)

I managed to change the Motion system to MO_SYS_KEYFRAMED and Quality Type to MO_QUAL_FIXED. The thing that threw me, after having found this solution via search, was not having the block details enabled in NifSkope.

Doing that allowed me to find these settings and now it seems to work :D
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elliot mudd
 
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Post » Mon Mar 14, 2011 9:32 pm

I just did something which made me think of this post.

I don't know if this will help you, but anyway here it is.

I had a STATIC which I needed to use like a MOVEABLE STATIC.

So waht I did was.

Using GECK. I took a moveable static, renamed it my own name and clicked yes to make a new object.

Then, I opened up my STATIC that I wanted to have a transformed version of, and there was a path in there. It was "Effects\Ambient\FXLightBeamBrtW01.NIF" I put that into windows clipboard, and then saved and closed my .esp.

Then, using FO3edit. I opened up my .esp. located my new MOVEABLE STATIC, and edited it. This is the step the GECK would not let me do. FO3edit allowed me to paste in my "Effects\Ambient\FXLightBeamBrtW01.NIF" path in place of the moveable static's old one.

And saved it.

And when I fired GECK and the game up, it all worked. It's a moveable static which has the looks of the STATIC I wanted.

yay!
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Solène We
 
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