The problem is that none of the plants have havoc physics, except for the broc flower and white horsenettle. They are bugged. You can grab one in game and it will go all quircky on you because of the physics. So i need to disable physics.
But anyway, any idea which setting i need to delete/disable/turn off, whatever in nifscope to disable physics?
I think the better solution might be to have one of us fix those two NIFs by increasing the size of the collision mesh and/or making it a box (which isn't realistic, but should also prevent it from freaking out and bouncing around so much).
Below is material from a post by SkyKappa back in the early Fallout 3 days that I can no longer find. He gave a GREAT write-up on how the Havok flagging works:
Solver Deactivation Settings:A list of possible solver deactivation settings. This value defines how the solver deactivates objects. The solver works on a per object basis.Note: Solver deactivation does not save CPU, but reduces creeping of movable objects in a pile quite dramatically.SOLVER_DEACTIVATION_INVALID,No solver deactivationSOLVER_DEACTIVATION_OFF,Very conservative deactivation, typically no visible artifacts.SOLVER_DEACTIVATION_LOW,Normal deactivation, no serious visible artifacts in most casesSOLVER_DEACTIVATION_MEDIUM,Fast deactivation, visible artifactsSOLVER_DEACTIVATION_HIGH,Very fast deactivation, visible artifactsOther Settings:Position;The initial position of the body.This defaults to 0,0,0.Rotation;The initial rotation of the body.This defaults to the Identity quaternion.Linear Velocity;The initial linear velocity of the body.This defaults to 0,0,0.Angular Velocity;The initial angular velocity of the body.This defaults to 0,0,0.Inertia Tensor;The inertia tensor of the rigid body. This defaults to the identity matrix.CenterThe center of mass in the local space of the rigid body.This defaults to 0,0,0.Mass;The mass of the body.This defaults to 1.Linear Damping;The initial linear damping of the body.This defaults to 0.Angular Damping;The initial angular damping of the body.This defaults to 0.05.Friction;The initial friction of the body.This defaults to 0.5.Restitution;The initial restitution of the body.This defaults to 0.4.If the restitution is not 0.0 the object will need extra CPUfor all new collisions. Try to set restitution to 0 for maximumperformance (e.g. collapsing buildings! banghead.gif )Max Linear Velocity;The maximum linear velocity of the body (in m/s).This defaults to 200.Max Angular Velocity;The maximum angular velocity of the body (in rad/s).This defaults to 200.Penetration Depth:The maximum allowed penetration for this object. The default is -1.This is a hint to the engine to see how much CPU the engine shouldinvest to keep this object from penetrating. A good choice is 5% - 20% of thesmallest diameter of the object. Setting the initial value less than zeroallows the penetration depth to be estimated by the RigidBody upon creation.This estimated value is 1/5th of the smallest dimension of the objects radius.Motion TypeThe initial motion type of the body.This defaults to hkpMotion::MOTION_DYNAMICDeactivator TypeThe initial deactivator type of the body.This defaults to hkpRigidBodyDeactivator::DEACTIVATOR_SPATIAL.Solver DeactivationAllows you to enable an extra single object deactivation schema.That means the engine will try to "deactivate" single objects (not just entire islands)if those objects get very slow.This does not save CPU, however it can reduce small movements in big stacks of objects dramatically.This defaults to SOLVER_DEACTIVATION_LOW.Collidable Quality TypeThe quality type, used to specify when to use continuous physicsThis defaults to HK_COLLIDABLE_QUALITY_INVALIDIf you add a hkpRigidBody to the hkpWorld, this type automatically gets converted to eitherHK_COLLIDABLE_QUALITY_FIXED, HK_COLLIDABLE_QUALITY_KEYFRAMED or HK_COLLIDABLE_QUALITY_DEBRISIf anyone finds anything to be inaccurate in this, please let me know so I can correct it.Take CareSkykappaEdit: Some more info here from SaidenStorm, thanks Saiden!:Those are the settings that NifSkope defaults to when you create a RigidBody -> and the descriptions within NifSkope are not correct so you can not trust them -> also penetration Depth is not rigid body to rigid body in a direct manner it relates to how far into that body a penetrating body (IE Arrows for Oblivion and Projectiles set to pin limbs for FO3) will penetrate into that rigidbody before it momentum is arrested and its rigid body is deactivated so it does not bounce around or fall.also Restitution is Elasticity(every 3D App with Havok integrated will call this Elasticity, the Havok Exporter will call it restitution but they are the same value) -> IE the amount a rigid body will flex before tring to resolve its own boundries -> this can be used to create bouncing balls or similar objects -> and almost every object has this set to non-zero for a reason as RigidBodies do not always calculate instantly and some small amout of elasticity is required to get smooth collisions between moving objects.
If your not blind by now and are still really stuck, let me know which two models your most interested in and I'll touch them up. Is it just "broc flower and white horsenettle" ?
Cheers,
Miax