Difficult first hours

Post » Sat May 28, 2011 10:27 am

I started the TES-CS beginners' Primer. I placed a few items into the shelf of this WawnetInn Tavern by help of "F" command. Items look good in CS but they hover about 3 cm above board when seen in the game. This does not satify. I placed 2 books into the shelf, taking great care they fit, but in game they fall over. Doesn't satisfy! - Also, I placed a chest of drawers into the room. When saving the mod I've gotten various warning about .NIF files, but I didn't understand that. This object doesn't appear in game.

Any advice?
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x_JeNnY_x
 
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Post » Sat May 28, 2011 4:37 pm

Items hover because their collision mesh, or that of the shelf, is a little larger than the visible one. This can also cause items placed directly next to each to be pushed apart when the game loads them (such as tightly packed books). In many cases there is a Static equivalent that doesn't have any collision, but can't be picked up, that may be more appropriate for decorating purposes. There are, for example, sets of books that can be placed as a unit, but then the individual books can't be taken, read etc.

Without more detail on the "various warnings" I can't comment on those.
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jasminĪµ
 
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Post » Sat May 28, 2011 9:29 am

What Ghastley said. If you look closely you will see that everything in the game floats like that unless havok wasn't 'activated' yet. Just go to a decorated table in a castle or wherever you want and touch one of the plates on the table. Everything on the table will suddenly start to float (unless it already is floating). There is nothing you can do about that and if you didn't notice it while playing the game yet it shouldn't be much of a problem anyway.

Did the error warnings come up when you saved the mod or when you closed the CS? You can ignore the error warnings about nif files when exiting the CS (model loader has still bla bla nif files loaded or something similar). Just click 'no' and the CS will close immediately - saves time.
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Kelly John
 
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Post » Sat May 28, 2011 5:40 pm

You can press F4 to see the collision zones in a wiremesh fashion.
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m Gardner
 
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Post » Sat May 28, 2011 11:29 am

I cannot confirm the "hovering" problems of other worldly objects in the game (except apples on plates, but not cups etc. in shelves). I will watch further experience whether it was a local error.

There is definitely a problem with these stupid loading messages. I cannot work with the Tutorial beacuse e.g. I got messages when inserting a cell basemant object into the renderer and tried to move around it. Display disappeared! - Could it be that CS version 1.2 requires any game enhancement like Shivering Isles? Looks like I have to fall back to version 1.0; I couldn't see any benefit of 1.2 yet anyway.
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CArlos BArrera
 
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Post » Sat May 28, 2011 7:37 pm

I cannot confirm the "hovering" problems of other worldly objects in the game (except apples on plates, but not cups etc. in shelves). I will watch further experience whether it was a local error.


That is nothing you need to confirm, it's a fact. Before havok kicks in things may look fine, but touch one item and the item and everything around it will start to float.

There is definitely a problem with these stupid loading messages. I cannot work with the Tutorial beacuse e.g. I got messages when inserting a cell basemant object into the renderer and tried to move around it. Display disappeared! - Could it be that CS version 1.2 requires any game enhancement like Shivering Isles? Looks like I have to fall back to version 1.0; I couldn't see any benefit of 1.2 yet anyway.


Not sure what you mean with 'loading messages'. You should post the exact message you get. CS version 1.2 doesn't require SI or anything else and I doubt that the 1.0 version will cause more or less trouble (except for voiced dialogue, but that's a different topic).
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jaideep singh
 
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Post » Sat May 28, 2011 12:20 pm

Everything on the table will suddenly start to float (unless it already is floating). There is nothing you can do about that and if you didn't notice it while playing the game yet it shouldn't be much of a problem anyway.

Try using niconvextransformshape in the hierarchy of the collision mesh, especially with primitive shape, this virtually removes the invisible 'padding' usually around the collision shape, you know what I mean- how havoked objects react to each other before they truly make contact and actually should. sgould help with people who have issues with books and what not. Discovered this in F3 so may not work in OB, It shouldn't even work in F3 as that node should have nothing to with what it actually does in this respect. :shrug:

better quality solver deactivation can help as well.

Motion System I have not experimented with, and haven't seen anyone research them either. :shrug:
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Stephanie Nieves
 
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