Lock objects in place

Post » Wed Mar 09, 2011 12:18 pm

Is there any way in the CS to lock an object to a wall say, so it can still be taken yet can not move no matter how much I may hit or bump into it in game?
I understand this may seem a simple thing to more advanced users but I am still getting to grips with it, and as great as the tutorials are there is a lot to read through, so I hope you all don't mind asking about these little things :)
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Ben sutton
 
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Post » Wed Mar 09, 2011 12:07 am

i believe there is an option to make an object static. It will make the object mere decoration and it will not be able to be picked up at all.
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Maria Garcia
 
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Post » Wed Mar 09, 2011 12:15 pm

There's always that old standby, http://www.tesnexus.com/downloads/file.php?id=6021.
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Danielle Brown
 
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Post » Wed Mar 09, 2011 12:46 pm

i believe there is an option to make an object static. It will make the object mere decoration and it will not be able to be picked up at all.

Wonderful, I don't supose you would know how to do that would you?

There's always that old standby, http://www.tesnexus.com/downloads/file.php?id=6021.

I have decorator assistant, but I want to know how to make an object 'static' for a mod, considering it will have owned items there is no way I could do this in game, nor would I want to considering how many items will just be laying around. Unless there is a way to take advantage of the DA in the CS kit, thanks though.
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phil walsh
 
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Post » Wed Mar 09, 2011 7:23 am

Creating a new static is easy enough, just navigate to the static section of the object window, right-click on a static object and select 'new'. But...

I believe the collision-type of the model you use needs to be changed in NifSkope as well. Look for 'bhkRigidBody' in the Block List and in Block Details change the value of 'layer' and 'layer copy' to 'OL_STATIC'. In addition I think the value of 'quality type' needs changed to 'MO_QUAL_FIXED'

Hope that makes sense :)
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N3T4
 
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Post » Wed Mar 09, 2011 10:10 am

To be more specific:

If you need a static version of an object that is havoked, instructions for converting clutter to static are:

(Note: I don't remember where I found this, kudos to whoever wrote it!)

If it is really a static apple that you want, I mean, a static like a wall, you can do the following:
open NifSkope and load your NIF file
in Block List expand all nodes
search for: 4 bhkRigidBody and left click on it
press F3 or go to menu View -> Block Details
in Block Details search for "Motion System" and change it to MO_SYS_FIXED
in Block Details search for "Quality Type" and change it to MO_QUAL_FIXED
(not necessary) in Block Details search for "Layer" and change it OL_STATIC
(not necessary) in Block Details search for "Layer Copy" and change it to OL_STATIC
save the NIF file in Oblivion\Data\meshes\your_mod_name (or sth like that) and close the NifSkope
open CS, load your plugin, make a new Static and as a model choose the NIF file that was just created in NifSkope

"Not necessary" steps are only for a proper color of a layer, that can be seen in CS and in game, when you toggle collision geometry. Now you should have a static object.
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Daramis McGee
 
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Post » Wed Mar 09, 2011 10:11 am

Wow very detailed indeed.
Thanks for the info I will give it a go, and hopefully (if I don't go mad) learn in the process :) First time modding OB and just working on a shop, I think I have got most of the basics down, and hopefully with the help of the forum community and the great tutorials I will be able to create something uploadable (not this mod it's based off the tutorials) within the near future, won't be fancy but I sure hope it will be fun.

Thanks again guys great help

Dang seems the nifskope site is doing some maintenance can't join or download it seems :P nvmd will try latter
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courtnay
 
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