custom-built furniture

Post » Mon Nov 09, 2015 12:06 am

Hi,

I′d like to use idle and funktion of a crafting furniture, and a player-bed, to add it on a different objekt. To be concrete, I wish to change a hay-mount into a player-bed, and, for example, a mounted troll-skull into a enchanting-table. Don`t find any tutorials for that. I found a great tutorial for a custom-built container, but there is no animation on it, so I think it is pretty different.

Please excuse my bad English

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Rhiannon Jones
 
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Post » Mon Nov 09, 2015 11:24 am

I have to ask.....why are you doing this exactly? Its easy enough to do, but would not look well at all as the markers are made specifically for the furniture items as intended.

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Markie Mark
 
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Post » Mon Nov 09, 2015 3:33 am

Because it should work for pure-natural characters, living in the wilderness and don`t use common furniture. My plan is, trying to built this stuff right in the perfect size for working well with the animations, but look "barbarian-like". The hay, or maybe some pelts, using for a bed, should be mounted for working with the animation, shure, but on a rough stoneplate, or something.

The melter, for example, should be rough-built with fieldstones, or the alchemie-table should be a wooden block with some woodcups and a simple candle.

That′s my reason for trying this. ;)

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Darrell Fawcett
 
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Post » Mon Nov 09, 2015 12:40 pm

There are already beds with hay as well as bedrolls within the game that you can use. Trying to actually use a hay-bail and such just isn't going to work. However, I will explain the procedure and you can try it yourself.

You have to copy the mesh and use that mesh by applying it to a furniture marker of your choice. So, look for the hay you want in the object window. Open it up and copy the model file name.

Then look for the furniture you wish to use, such as a bed roll where the actor can only exit on the left side. Duplicate that furniture then open up the file you duplicated.

Go to edit. A window named Model Data will pop up.

Choose edit again and you will get another window titled Select File. Make sure you are in the "Mesh" directory then paste the mesh you copied in the File Name line.

Press ok and you're back in Model Data window again. If it works, then you will see your hay there. Click ok.

Again, if it works, you will see your hay with bed markers for your NPC. Rename your file.

This will not work unless you actually have a platform or bed like area. Even then, not sure this will work.

If you want a bed on ground, then just put down a bedroll, then cover it over with static hay. That should work fine and is a lot easier.

Good luck.

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Sammygirl
 
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Post » Mon Nov 09, 2015 12:29 am

Thank you.

I tried to follow your instructions, seems it is not very difficult, but my English is not that good.

I used a Pelt, copy the line "model" in hope of that is what you called "model file name". in this case it is "clutter/pelts/peltfloor01.nif". Duplicated "orcbeddouble", and in the window "select file"/meshes, I copy this in the file name line.

What happens is, in booth pictures now is a pelt, but no idle-marker. Also in the Render Window .

Ingame I can see "Bed", when I stand in front of the Pelt, but, shure, it doesn`t work.

Do you have a Idea, what is went wrong?

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teeny
 
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Post » Mon Nov 09, 2015 8:47 am

Then that isn't going to work. I suggest you follow my 2nd suggestion. Lay your straw and then move a bedroll on top of the hay. You can bury it a bit if you don't want the bedroll seen.

I can think of no other way.

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Josee Leach
 
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Post » Mon Nov 09, 2015 12:28 am

exchanging the model won't work for furniture, since furniture markers are part of the model.

there's still things you can do though.

like:

select your object window's furniture-section, filter to "marker". you'll get a lot of invisible furniture stuff, bed seats etc.

put one of these over the static (your haypile or whatever), add an activator with a script going like

Event OnActivate ( ObjectReference akActionRef )   if GetLinkedRef ()      GetLinkedRef ().Activate ( akActionRef, true )   endifendEvent

and make the invisible furniture a linked ref to that activator.

that activator can either be a triggerbox (don't forget to check "player activation" in ref's primitive tab and giving the base object a name, so you'll get an activation prompt)

or that haypile itself, made into an activator (THIS can be done with the model exchanging method)

(or if you don't need it usable for player, but npc's only, you'd not need an activator at all, npc's use furniture markers without one)

or another thing you could do in some cases, you can take the original furniture and make it invisible by retexturing it all with "nullTextureSet" - this will NOT disable their collision though, so it'll only be applicable where shapes at least roughly fit (like, for alchemy and enchanting, there's "tabletop" versions, they're pretty flat, so stg like this might work with models like that)

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Eduardo Rosas
 
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Post » Mon Nov 09, 2015 6:02 am

@ s7o

Thank you, I′ll try that.

@ SkyBeth

I wish, I handn`t say "haymount". It suggested, I try to rebuilt something like a bedroll. :) I worked a long time on a hidden valley as a playerhome. The special look arise by not using common furnitures. actually I make a lot of custom containers, for not using common chests, but objekts like baskets or treestumps and other stuff.

The Bed is a double-bed-sized construction of many stone-parts, pelts, and yes, a little bit hay.

My hope was, It is not that difficult.

Thanks a lot for trying to help.

edit: Yesss! The famous nullTextureSet is my friend. It worked perfekt for my plan.

Thank you all for this.

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sally coker
 
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Post » Mon Nov 09, 2015 7:50 am

glad you got it working :-)

a little word about basket containers though: even if you make containers using these models (baskets), they'll still havoc!! so if it's not a wanted effect for your user's containers rolling around the game world, make static versions of them in nifskope or check "no havoc settle" and put a "defaultDisableHavokOnLoad" script on their refs

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Penny Courture
 
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