AddHavokBallAndSocketConstraint() questions

Post » Mon Feb 16, 2015 12:13 am

I just had an idea for a quick little side project; adding dog collars and leashes for you to use on your furry friends (maybe even on NPC's, if that's your cup of tea).

The plan so far is to have the leash equip like a shield, using HDT to make it floppy. Then separately have collars that you equip on the animal or NPC actor. Finally, if you have the leash equipped and an actor wearing a collar is in your crosshair, when you press the block key I'll use the http://www.creationkit.com/AddHavokBallAndSocketConstraint_-_Game function to attach/detach the leash to the collar (while at the same time, force the actor into an alias with a follow package set up with a very small distance radius).

I have pretty much all of the above figured out in my head. It's just when researching the feasibility of this idea, I came across the following notes on the wiki page for that function:



I'm not too worried about the second point, as I remember Zartar pointing out a while ago that this limitation can be circumnavigated by using the http://www.creationkit.com/ForceAddRagdollToWorld_-_ObjectReference function.

It's the first point that I need some clarification on. Inside 3DS Max or NifSkope when building the leash and collar, what do I need to do to ensure I have some nodes that work with this function? Also, if I understand it correctly, for objects using HDT the bhkRigidBody's are not actually contained in the nif, instead they are generated at runtime from data in a XML file. Will this still work?

- Hypno
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Return to V - Skyrim