Another Question: Setting Furniture Markers

Post » Sat Jan 29, 2011 11:16 am

I am now adding weapon racks to my store. Since these need to be positioned, I'm adding havok (actually wrecking havoc, pun intended). However, I'm getting the "no furniture markers set" error in the CS. The only problem is, there are no markers for me to set. I also don't think I need them (I'm not going to be sitting on my weapon racks :)). I have other similar objects from another mod that was created by somebody else, and their objects don't give this error even though no markers are defined. Is there something I need to change in Nifskope? I'm using the meshes from Loth's Better Weapon Racks. His meshes were defined for static objects, so maybe there's something I need to tweak. I'm copying the static meshes into a nif that has havok already and is very similar in size and function.
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Sat Jan 29, 2011 3:47 pm

Check where you added the meshes in CS. If you have them under World Objects/Furniture branch then delete it from there and add under Static branch. As for the nifs make sure they have no any BSFurnitureMarker block.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Jan 29, 2011 4:27 am

I don't want them to be static. I need to be able to interact with them. As I said, I have some others that are defined in the same section and they don't generate this error. Now the one difference is the others have a script attached to them and mine don't, yet. I don't think any of them have BSFurnitureMarker, but I will check. Maybe I'll also try adding the script...

Edit: when I say interact, I mean I need to be able to drag the rack into position in the game.
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sat Jan 29, 2011 2:08 pm

Just make sure you aren't confusing World Objects/Furniture and World Objects/Static/Furniture branches as these are for completely different objects. And all Loth's weapon racks are in the latter category.

And if you want these to be movable and carry-able then apart from changing collision data you need to add them under Items/MiscItems branch and possibly make some icons for them.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Sat Jan 29, 2011 6:52 am

Yes there must be something subtly different about Loth's racks and the other racks I'm using as a guide. The other racks are from Imperial Furniture and they appear to be static, but they've been defined in World Objects/Furniture. They definitely don't have any furniture markers defined. I guess I'll put the dynamic version of Loth's in Items/MiscItems and the static version under World Objects/Static/Furniture. Just don't quite understand the difference...
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Sat Jan 29, 2011 2:59 am

Just don't quite understand the difference...

If you look at the branches in CS you will notice that some are in bold and others are not. Those marked in bold are categories and each of them behaves differently in game. And those which aren't in bold are just folders (directories) in Data folder on HDD.
So the interaction with object in game depends on category under this object has been defined.

So if you place your weapon racks under Static you won't be able to interact with them at all. If you place those rack under Furniture the game expect some furniture markers on them (for sitting or sleeping). For your purpose the best option is to place those racks under Items/MiscItems branch as these can be manipulated by the player (dragged with mouse, picked up and carried in inventory).
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Sat Jan 29, 2011 2:27 pm

Yes, I understand the difference between statics and dynamics, as I call them, or objects placed under WorldObjects/Furniture. The odd part is that Imperial Furniture has a whole bunch of objects defined under WorldObjects/Furniture and many of them do not have furniture markers defined. Have a look at http://tinypic.com/view.php?pic=121zddg&s=6. Isn't that weird? I'll have a closer look at the nif they're using for that rack - there must be something in there that makes the CS happy.

Edit: well one thing I just spotted - Loth has the flags set to 16, but Imperial Furniture has them set to 14, even though this version of the rack is supposed to be static. The other thing with Loth's is the mechanism he uses so that you can put the weapons in the racks. So there are some definite differences and I'll be re-arranging things as you suggested.

Thanks for the help!
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Jan 29, 2011 11:34 am

There's something else...

If you add any object without furniture markers to Furniture category by editing any existing object with furniture markers (by changing its ID and model path) you won't get this message in CS at all. But if you add such object without markers by dragging it to CS windows from explorer or by creating it from sub-menu (right click -> new) then you will get such warning message ;]
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Sat Jan 29, 2011 6:15 am

Oh really?! Hmmm, might have to look at that since I need to add a script to my pseudo-static weapon rack...
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Sat Jan 29, 2011 6:55 pm

What's the script for? For handling the movement? If so then you don't need one when you add the rack to misc items category - the game's engine itself will be handling all those things.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat Jan 29, 2011 11:24 am

No, it's for pick-up and repositioning. I'm basically duplicating the Imperial Furniture functionality, or trying to. It's kind of neat what they did. Basicallly you start out with a havoked version of an object or a hammer if it's large. You drop that from your inventory. If the object drops as-is, you can grab and reposition it. Then you click on it and the script removes the havoked version and replaces it with a static version. Even after it's a static version, you can still click on the object to pick it up again. For large objects, you drop the hammer, position it, then click on the hammer and it gets replaced with a havoked version of the object. Then it's the same deal. Click on the object and select lock from the menu and it replaces it with a static version. Once it's replaced with the static version, it doesn't move - it behaves like a regular static, except for the script. Unfortunately I don't think this is going to work with Loth's racks, which is what I was trying to do. Loth has some really interesting collision defined on his meshes, which makes it super easy to put weapons in the racks, but the racks don't respond well to this kind of flipping around. I got most of it working actually, but I was having some issues with the static version showing up quite a bit above the ground. I also couldn't keep all his collision data, so I don't think the racks would really work anymore. I didn't take my testing that far - with the racks so far off the ground, you couldn't put weapons in them anyway unless you were 10 feet (3m) tall!! I fiddled with the meshes a bit, but I really couldn't figure out what was making them show up so far off the ground...
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am


Return to IV - Oblivion