Items havoc even though their set to dont

Post » Wed Jun 20, 2012 3:49 pm

Hey there my fellow modders.
So fare I've been able to resolve all my issues with my mod myself or by guides found online or by the good old: learning-by-doing...

This time I need your help!


Today I placed a skeleton on the wall and set it all to "Don't havoc settle" so it should hang there - and so it does if I press the Havoc button in the CK - but but but - ya you guessed it: Skyrim havoc it all...
This haven't been an issue before for me - I've used the function for well above 100 items so fare and they've all worked perfectly, but now it's broke - they all settle even though its checked, even the once that worked before.

What did I do or not do?
I've tried this:
http://www.gamesas.com/topic/1347866-dumb-question-why-wont-my-clutter-stay-still/page__p__20309729__hl__havock%20settle__fromsearch__1#entry20309729
Using the collision boxes around the items - this doesn't work either.

Any ideas?


Thank you!
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Erin S
 
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Post » Wed Jun 20, 2012 7:32 am

Important note: If anything "Near" the "no havok settle" item havok settles, so will the item. make sure EVERYTHING within proximity to the item is already settled.
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Kill Bill
 
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Post » Wed Jun 20, 2012 12:58 pm

So when you say within proximity - how close is that? I have like Static objects on the walls and stuff than never havoc - would these need the option too?
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Chad Holloway
 
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Post » Wed Jun 20, 2012 12:44 pm

Technically it is only if something else - when settling - hits the collider of the object you have marked as "don't settle". But to be safe, go a bit further away than that. It is often difficult to see what will and will not collide (stuff bounces about).

It's trial and error, in the end
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Dalia
 
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Post » Wed Jun 20, 2012 7:08 am

Oh, and I would recommend changing your avatar icon...advlt content and all that...
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sophie
 
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Post » Wed Jun 20, 2012 8:45 am

Toggle Press F4 to see collision wiremesh.

I do believe actors, dead or not, havoc settle no matter what, when the cell is loaded.

You would have to make a static skeleton to avoid that. How you do that I don't know.
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Ricky Rayner
 
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Post » Wed Jun 20, 2012 4:39 am

Toggle Press F4 to see collision wiremesh.

I do believe actors, dead or not, havoc settle no matter what, when the cell is loaded.

You would have to make a static skeleton to avoid that. How you do that I don't know.

You would have to take the individual parts and place them manually. there is just such a skeleton in Ininalta's Deep in the first room, shackled to a beam.
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Julie Serebrekoff
 
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Post » Wed Jun 20, 2012 9:05 am

Well - at the beginning when I started moding I placed a dagger in a wooden table - set it as I wanted and pressed Don't settle - and it didn't!
Now after I been moding for about 50 hours in this dungeon all my items suddenly started settling - out of the blue. Axes in blocks, daggers in scrolls/tables - all the items.
Skeletons started to fall of the walls and breaking apart on the floor...
I've remade the "area" of the havoc items a couple of times - ex. remade a "homemade" table and placed the items there again and again it settles...

I have no idea what went wrong - today's update of the CK didn't change anything either...


@ Redwood Elf
It's just my normal avatar for forums... I'll find something else... -.-'
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Noely Ulloa
 
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Post » Wed Jun 20, 2012 9:36 am

Now after I been moding for about 50 hours in this dungeon all my items suddenly started settling

Does this mean you are using a dirty save game? That can cause problems too. And I have noticed, some objects are worse than others for causing havoc and a mess when the cell is loaded. Like the platters, they are one of the worst that I have found.
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Dylan Markese
 
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Post » Wed Jun 20, 2012 3:39 am

No - I'm using a new coc each time I test out new objects and places I've made...
I really don't understand what happened to my mod!
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Jason King
 
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Post » Wed Jun 20, 2012 8:07 am

I've tried today to create a brand new cell and build up a small house with ~20 don't havoc items and they all works just perfect.
This is just above the amount of items I've used the other dungeon that's developed into a problem.
Going back to the other cell - it's all just broken...
I've even tried to remove all the items and replacing them all over - still broke.

Should I really recreate my entire dungeon to fix this issue!?
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Ezekiel Macallister
 
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Post » Wed Jun 20, 2012 11:51 am

I'm no pro with the CK, but I've been fiddling with it and creating my own player houses since it came out. My suggestion would be to set items to "Initially Disabled", item by item, and see if the problem stops. Worth a shot, maybe? :shrug:

Edit: Nevermind. Should read more carefully next time. Duh. You already tried removing all the items.
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Richard
 
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Post » Wed Jun 20, 2012 10:30 am

It might also be the havoc items. And are you using the CK Havoc button to make sure they are settled before you save the mod?
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Marina Leigh
 
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Post » Wed Jun 20, 2012 3:42 pm

Guess what? This just happened to me! In my case, it was caused exclusively by setting an NPC to "Starts Dead". May want to check into that if you haven't already. Hope it helps :-)
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OTTO
 
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Post » Wed Jun 20, 2012 9:02 am

I also have this, but it only happens about 25% of the time. A dagger stabbed into a chest container. I would just lie it there except that the chest is on a slope. Most of the time, it stays up, sometimes it falls down o.O I'm doing basically the exact same thing each time too.. (testing the progression through some quests) At least it's not a big deal for my purposes, just an observation.
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Hazel Sian ogden
 
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Post » Wed Jun 20, 2012 4:41 am

Double click on the object in question and go to the scripts tab. Search for and add the following script: "DefaultDisableHavokOnLoad"

What it does is totally disable the objects Havok while still allowing it to be selectable, rather then the Havok starting when the object is disturbed. I learned about it when NPC's kept spoiling my food platters when ever they sat down to eat. I know being able to run around all over the top of the table while not even disturbing a potato is a bit un believable, but at least the player can pick up the food

- Hypno
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Scott
 
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Post » Wed Jun 20, 2012 11:36 am

The "Unusual Gems" use that mechanic too, right? thats why if you use a PlaceAtMe to put some there they float in the air.
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lauraa
 
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Post » Wed Jun 20, 2012 1:12 pm

I'm not to sure about the unusual gems mate, all I know is its been working perfect for me. Only problem I found was that I learned about it too late so I had to go through the repetitiveness of individually adding the script to all the problem items in my cells!

- Hypno
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lauren cleaves
 
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Post » Wed Jun 20, 2012 12:02 pm

tyvm hypno, this wasn't even *my* problem, and I'm gonna use that :D
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No Name
 
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Post » Wed Jun 20, 2012 7:48 am

Double click on the object in question and go to the scripts tab. Search for and add the following script: "DefaultDisableHavokOnLoad"

What it does is totally disable the objects Havok while still allowing it to be selectable, rather then the Havok starting when the object is disturbed. I learned about it when NPC's kept spoiling my food platters when ever they sat down to eat. I know being able to run around all over the top of the table while not even disturbing a potato is a bit un believable, but at least the player can pick up the food

- Hypno

Doesn't work on bodies so I'm not interested. :D

I had this big plan to create a vampire den, I was going to have bodies hanging upside down with blood dripping from them into a big pool of blood underneath. It's not possible to do that though, so I lost all motivation to use the Creation Kit.
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Kerri Lee
 
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Post » Wed Jun 20, 2012 2:48 am

The script part didn't work that well with the current cell I was working on.
Added it to all the items and yet the did Havok!
Now after reading that the "Start as Dead" caused this bug I deleted 2 mobs that started out as dead and then tried to remove the script and the normal Havok options works like a charm!

The roundup would be then:
Don't use "Start as Dead" option together with the "Don't Havok Settle"

Well.
Back to figuring how to make my mobs die then. ;P
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Bellismydesi
 
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Post » Wed Jun 20, 2012 1:50 am

The script part didn't work that well with the current cell I was working on.
Added it to all the items and yet the did Havok!
Now after reading that the "Start as Dead" caused this bug I deleted 2 mobs that started out as dead and then tried to remove the script and the normal Havok options works like a charm!

The roundup would be then:
Don't use "Start as Dead" option together with the "Don't Havok Settle"

Well.
Back to figuring how to make my mobs die then. ;P

Put a script on them like this:
Event OnCellLoad()    Kill(Self)EndEvent
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Paula Rose
 
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Post » Wed Jun 20, 2012 2:42 am

Just a thought on why suddenly your objects started settling. You may have bumped the entire cell with the editor. With Oblivion and Fallout 3, it was pretty easy to accidentally move it.
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Alina loves Alexandra
 
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