Can I make a STATIC into a MISC object?

Post » Tue Nov 20, 2012 6:49 am

I've made many MISC objects before by retexturing and editing nifs, chairs into rocking horses, tables into spinning wheels, etc and today I just tried to make a Dwemer 2 way pipe into a MISC object. Did all the copying and setting up textures in Nifskope, in CK choose a "Kettle" as my MISC object to duplicate and editted the model towards the nif I'd setup of the pipe. Just got the red exclamation mark.
What's up here?

Thanks.
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u gone see
 
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Post » Tue Nov 20, 2012 10:49 am

Is it possibly trying to pull the replacement mesh from your bsa file? This has always worked best for me if I use the actual loose nif file to replace my mesh.
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James Shaw
 
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Post » Tue Nov 20, 2012 12:23 pm

There are a few alternative methods to achieve what you want, various threads do discuss this. I could direct you to this thread http://www.gamesas.com/topic/1348897-why-does-this-not-work/page__p__20325284__hl__path%20model%20dummy__fromsearch__1#entry20325284.

But here is the relevant post:

They're stored in the .bsa archives used by Skyrim.

There's a workaround: go to the static whose .nif you would like to use. Copy down the file path. For instance, "\clutter\Containers\Satchel.nif".

Then, navigate to your skyrim folder, and open the Data folder. Inside this folder, re-create the file-path of the .nif you want to use. (in this example, I would create a "clutter" folder, then inside of it, create a "Containers" folder). Create a blank .nif file with the same name by creating a new text file, and renaming it "name.nif" (in this case, "Satchel.nif").

Now, in the CK, on your Activator, go to Browse, and navigate to the file path where you created the "dummy" .nif file. If you did this correctly, when you select the dummy file, the actual model should show up. If not, check your spelling and ensure the path and filename match correctly.

After this you must delete the dummy .nif file or you will get missing model errors (red !'s) in-game.

As to why you're getting those errors markers I can't say. It sounds like you're setting things up correctly.

When you say that you edited the model towards the nif you want to use, what do you mean by that?
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k a t e
 
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Post » Tue Nov 20, 2012 4:45 am

Might be a bug in the new ck. here's a quote by someone having a similar problem in the CK 1.8 topic

I'm having a problem with my CK since the update. I can no longer add a new mesh to the CK and use it right away. I get a warning message saying that it could not queue the model. I can only use meshes that were present when I loaded up the CK. So now I have to close down and start up the CK everytime I want to add and use a new mesh. I assume that something has been changed in the ini's. Does anyone know how I fix this?

Could this be happening to you as well?

- Hypno
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dean Cutler
 
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Post » Tue Nov 20, 2012 3:02 am

You don't need to create blank nifs and all this workaround. You can just copy/paste the file path and it'll recognise it.

That's how I make objects into different object types.
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Rachie Stout
 
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Post » Tue Nov 20, 2012 11:44 am

You don't need to create blank nifs and all this workaround. You can just copy/paste the file path and it'll recognise it.

That's how I make objects into different object types.

!?

Say what?

Where is this magical copy/pasting taking place?
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Stephanie Nieves
 
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Post » Tue Nov 20, 2012 4:30 am

It's simple :smile:

Open the object you want to edit, in the CK. Click EDIT next to its MODEL. You will see a filepath similar to the following (this is a Wolf Pelt misc object):

Clutter\WolfPelts\WolfPelt.nif

Copy this filepath exactly (drag-select, then right-click & choose copy). Now create your new object. For it's model, click EDIT. The next window which displays the nif file, click EDIT below Model File Name. It'll open up your Windows file manager. Simply browse to the main MESHES directory, and paste your copied filepath into the File Name box like: http://i1159.photobucket.com/albums/p628/B1gBadDaddy/MeshFilepath-1.png

Clutter\WolfPelts\WolfPelt.nif

Click OK. It'll then all tally up properly, showing your chosen NIF file, as the nif for your new item. No need to extract BSA files either, the CK will automatically look at your BSA.

Job done. Who's the daddy?

EDIT:
But just so you know, using a STATIC mesh file might not give you a proper "havokable" object. Statics, even when you use the NIF for another type of item, tend to remain STATIC when placed in the world. But it's good for creating misc objects from food items, or weapons etc.

EDIT 2:

Obviously some objects have a couple of different texture options, like the above Wolf Pelt. You can change those by double-clicking the name below 3D name in the window you can view the item, and select the appropriate texture. Wolf has normal black, and Ice (which is the default texture). Not all objects have this, just food for thought!!!
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Jose ordaz
 
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Post » Tue Nov 20, 2012 7:17 am

It's simple :smile:

Open the object you want to edit, in the CK. Click EDIT next to its MODEL. You will see a filepath similar to the following (this is a Wolf Pelt misc object):

Clutter\WolfPelts\WolfPelt.nif

Copy this filepath exactly (drag-select, then right-click & choose copy). Now create your new object. For it's model, click EDIT. The next window which displays the nif file, click EDIT below Model File Name. It'll open up your Windows file manager. Simply browse to the main MESHES directory, and paste your copied filepath into the File Name box like: http://i1159.photobucket.com/albums/p628/B1gBadDaddy/MeshFilepath-1.png

Clutter\WolfPelts\WolfPelt.nif

Click OK. It'll then all tally up properly, showing your chosen NIF file, as the nif for your new item. No need to extract BSA files either, the CK will automatically look at your BSA.

Job done. Who's the daddy?

EDIT:

Obviously some objects have a couple of different texture options, like the above Wolf Pelt. You can change those by double-clicking the name below 3D name in the window you can view the item, and select the appropriate texture. Wolf has normal black, and Ice (which is the default texture). Not all objects have this, just food for thought!!!

OH MY. I don't even have an excuse any more. So many objects, so little time.

:ohmy:
:clap:
:shocking:
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Mari martnez Martinez
 
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Post » Tue Nov 20, 2012 11:39 am

OH MY. I don't even have an excuse any more. So many objects, so little time.

:ohmy:
:clap:
:shocking:

lol bare this in mind though mate :)

EDIT:
But just so you know, using a STATIC mesh file might not give you a proper "havokable" object. Statics, even when you use the NIF for another type of item, tend to remain STATIC when placed in the world. But it's good for creating misc objects from food items, or weapons etc.
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Olga Xx
 
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Post » Tue Nov 20, 2012 1:03 am

But just so you know, using a STATIC mesh file might not give you a proper "havokable" object. Statics, even when you use the NIF for another type of item, tend to remain STATIC when placed in the world. But it's good for creating misc objects from food items, or weapons etc.
I'm well aware, but good info for the thread. :thumbsup:
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Chase McAbee
 
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Post » Tue Nov 20, 2012 1:29 pm

EDIT:
But just so you know, using a STATIC mesh file might not give you a proper "havokable" object. Statics, even when you use the NIF for another type of item, tend to remain STATIC when placed in the world. But it's good for creating misc objects from food items, or weapons etc.
Just hit a problem with that myself. I'd added mead barrels for More Interactive Items' Dawnguard supplement thinking, like other moveable statics, the models would havok. They seem to behave like statics once dropped though and float midair =/ Anyone handy with NifSkope have any pointers for making models havok naturally? I couldn't model my way out of a paper sack, I fear, if my life depended on it. I messed with the rigid body branch some and, while it is now responsive, its physics are way off.
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Solène We
 
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Post » Tue Nov 20, 2012 4:19 am

Not sure if this helps but when I ran into red exclamation marks in ck I had to go to my Skyrim Data folder and move the contents of "optional unpacked bsa files" to the Data/ Meshes folder
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Robert
 
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Post » Tue Nov 20, 2012 1:06 pm

Well the old fashioned way which I mentioned of using Nifskope and copy meshes and textures over from the folders into new folders didn't work but KUDOS, KUDOS and flippinh' KUDOS tp http://www.gamesas.com/user/662176-b1gbaddaddy/ The method he mentioned saves a MASSIVE, MASSIVE amount of time. Well done.
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Louise Dennis
 
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Post » Tue Nov 20, 2012 5:06 pm

Well the old fashioned way which I mentioned of using Nifskope and copy meshes and textures over from the folders into new folders didn't work but KUDOS, KUDOS and flippinh' KUDOS tp http://www.gamesas.com/user/662176-b1gbaddaddy/ The method he mentioned saves a MASSIVE, MASSIVE amount of time. Well done.

Me reckons I deserve Moderator status for me troubles ;)
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ijohnnny
 
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Post » Tue Nov 20, 2012 2:39 am

Anyone handy with NifSkope have any pointers for making models havok naturally? I couldn't model my way out of a paper sack, I fear, if my life depended on it. I messed with the rigid body branch some and, while it is now responsive, its physics are way off.
Expand the bhkCollisionObject branch, highlight the bhkRigidBody line.

In the Block Details change the following values.

Layer - to OL_Clutter
Layer Copy - to OL_Clutter
Motion System - to MO_SYS_SPHERE_INERTIA
Solver Deactivation - to SOLVER_DEACTIVATION_LOW
Quality Type - to MO_QUAL_MOVING
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candice keenan
 
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Post » Tue Nov 20, 2012 12:12 pm

It's simple :smile:

Open the object you want to edit, in the CK. Click EDIT next to its MODEL. You will see a filepath similar to the following (this is a Wolf Pelt misc object):

Clutter\WolfPelts\WolfPelt.nif

Copy this filepath exactly (drag-select, then right-click & choose copy). Now create your new object. For it's model, click EDIT. The next window which displays the nif file, click EDIT below Model File Name. It'll open up your Windows file manager. Simply browse to the main MESHES directory, and paste your copied filepath into the File Name box like: http://i1159.photobucket.com/albums/p628/B1gBadDaddy/MeshFilepath-1.png

Clutter\WolfPelts\WolfPelt.nif

Click OK. It'll then all tally up properly, showing your chosen NIF file, as the nif for your new item. No need to extract BSA files either, the CK will automatically look at your BSA.

Job done. Who's the daddy?

EDIT:
But just so you know, using a STATIC mesh file might not give you a proper "havokable" object. Statics, even when you use the NIF for another type of item, tend to remain STATIC when placed in the world. But it's good for creating misc objects from food items, or weapons etc.

EDIT 2:

Obviously some objects have a couple of different texture options, like the above Wolf Pelt. You can change those by double-clicking the name below 3D name in the window you can view the item, and select the appropriate texture. Wolf has normal black, and Ice (which is the default texture). Not all objects have this, just food for thought!!!

You are the Biggest Baddest Daddy around mate!

I always thought while going the long way around this problem before that it really should be easier...turns out it was :P

- Hypno
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kyle pinchen
 
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