How to make a new activator?

Post » Fri Nov 26, 2010 5:24 pm

Hi,

I'm trying to create a new activator (a switch to open a door) and want to use an existing (static) NIF model for it. (As an example think of it as using a lamp as a secret door opener.)

So I take an existing activator object (e. g. "electrical switch") and change its ID to create a new object. In FO3, this new object still works as an activator (of course). After I change the object's model, however, the player cannot activate the switch anymore (no "Activate" when approaching the object). This obviously has to do with the static model not containing some extra information to be used as an activator. Do I need to modify the model with Nifskope? And how?

Any ideas?

Best regards,
WolfR
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Taylor Thompson
 
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Post » Fri Nov 26, 2010 4:31 pm

I was unaware you had to. I do not think its missing data in the nif. As its the object type in the geck (i.e. static, activator, etc.) that designates whether or not you can activate it. It should work the way you are doing it.
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hannaH
 
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Post » Fri Nov 26, 2010 5:10 pm

I was unaware you had to. I do not think its missing data in the nif. As its the object type in the geck (i.e. static, activator, etc.) that designates whether or not you can activate it. It should work the way you are doing it.


Yes, that's what I thought too! I did some further experimenting: it seems that some models work, others don't. If I use a "generic book" model, for example, it works as an activator. If I use a certain type of pipe it doesn't! :huh:
There must be something in the NIFs... but what?
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JD FROM HELL
 
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Post » Fri Nov 26, 2010 6:49 pm

Hmmm, I guess there must be. I am now curious. Anyone know?
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Nuno Castro
 
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Post » Fri Nov 26, 2010 12:42 pm

Yes, it's strange. I'm still experimenting...
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Eric Hayes
 
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Post » Fri Nov 26, 2010 2:47 pm

What's the Geck object name of an item you are trying to use? I've used static objects to make activators bedore as well, so I'll try it out with what ever object you say isn't working.
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Princess Johnson
 
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Post » Fri Nov 26, 2010 4:25 pm

What's the Geck object name of an item you are trying to use? I've used static objects to make activators bedore as well, so I'll try it out with what ever object you say isn't working.


I use the "EcvWarRoom14" model, which I rotated and reduced dramatically in size so that I came up with a nice "biometric scanner" :)

After a lot of experimenting I finally got it working! Seems it had something to do with the collision layer. After I gave the model a new collision box and changed a couple of parameters (size, orientation etc.) in the NIF file, it now works as an activator. (Just applying the "trial and error" method - I'm not really sure what exactly did the trick...)

Thanks everybody for trying to help!
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Sammie LM
 
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Post » Fri Nov 26, 2010 4:54 pm

I suspected your problem had to do with collision, but I was waiting to see what model you were trying to use. That model has no collision at all, so there's no way for you to interact with it in game. Adding a collision box (as you did) is what was needed.
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TIhIsmc L Griot
 
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