I would like to take some of Oblivon's static objects (like candles on a plate) and add them to a vendor. I found a http://www.lkmac.com/xiamara/HavokCopyTut_p1.htm and flipped the flags to 14 like he suggests, but I still can't interact with the object in game. It's still static. I think that I need to change the bhkCollisionObject, but even doing that didn't make it dynamic. Basically I copied the bhkCollisionObject branch from another mod in which a similar object was moveable. Clearing I'm not changing everything I need to.
Can someone tell me what flags or settings I need to modify to add havok to a static object, like candles on a plate?
If you're using a vanilla Oblivion havoked nif to make a static nif moveable, it's much cleaner and easier to just copy and paste only the mesh parts from the static nif, to the havoked Oblivion nif, then delete the original havoked nif's mesh parts (or you can delete the original havoked nif's mesh parts first, then copy/paste the static nif's mesh parts afterwards - logistically, this is a better to do it).
From what you wrote, it seems instead of doing what I mentioned above, you tried to copy/paste the collision data instead of the mesh parts, from the havoked to the static nif. But the way you did it causes slightly more work than necessary because of this:
The collision data is not the only thing you need, nor are just setting the Flag value to 14 in all NiNodes and NiTriStrips/NiTriShapes gonna help. The havoked nif's NiStringExtraData is necessary in havoked objects. Also, the BSX flag value needs to have a value of 27 for nifs that are havoked, animated in some way, and have flamenodes (most candle nifs need this) ; 19 for non-animated havoked objects that have Flamenodes, and a value of 3 for havoked objects that do not have Flamenodes nor animation . If you click on the flag icon on the BSX data block, a window should pop up that has checkable boxes you can click on to make the nif be able to do certain things it otherwise wouldn't. A flag value of 3 is gotten by checking the "Enable Havok", and the "Enable Collision" boxes - one enables any sort of collision to be used in the game (even statics need this), and the other enables havok or the ability of the nif to be moveable and grabbable (if the correct settings in the bhkrigidbody are used, already). The descriptions of the BSX checkboxes in the pop-up window, are pretty self-explanatory if you know about the different things that Oblivion nifs can do.
So by just copy/pasting the static mesh parts to the havoked nif, you save yourself some headaches, since the reverse process involves having to also copy/paste the NiStringExtraData, setting the NiNode 0 to a flag of 14, and having to set your BSX flag to 3 manually (if it is a plain havoked nif, and doesn't have flamenodes or animations/etc), besides having to copy/paste the collision block data (bhkCollisionObject and everything attached to it). Also, the bhkCollisionObject, needs a "two-way" hook up to the NiNode 0. The NiNode 0 needs to specify the Nifskope block # of the bhkCollisionObject, in the NiNode 0's "Block Details" of Nifksope. And the bhkCollisionObject, needs to have the block # of the NiNode it is directly under, to the right of the "Target" field in "Block Details". So if you only hook it up from one end, it won't work right in the game.
Misc Important Info:Lastly, if the havoked candle is going to have a flamenode, there will be a slight problem if the player can buy them and carry them around with grab key. The farther the player travels from the point where they picked up the light, two things will happen: 1) first the candle will stop casting light on surrounding objects, 2) then the candle will start visibly fading until it disappears totally. The casting of light and fading can be fixed, if the player puts the candle in inventory and then drops the candle from inventory again to "reset" the candle. It will then cast light and be perfectly visible again, that is, until it is carried by the grab key too far again. But the candle will still be perfectly good for players to decorate their houses, since all they'd really want to do, is drop the candle from inventory to place on a table in same cell/room. It'd be too cumbersome for them to "Z' grab the candle to carry it everywhere, anyway. For carryable lights, you'd want to set the candle up for the player to actually equip, like torches are. This way, the candle's light won't fade at all, and it can be visibly carried any distance.
I hope this explanation didn't seem too long to read. But I thought it best you know the "why" of the situation.
Koniption