Mudcrab corpses weigh a ton? What value controls this?

Post » Sun May 20, 2012 10:20 pm

Apparently, wolves are much lighter than even the smallest mudcrab. What vaule controls how heavy a dead body is?
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Georgine Lee
 
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Post » Sun May 20, 2012 8:36 pm

Hmm, not sure. But a decapitated Head seems to still have a body attacthed.
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Harinder Ghag
 
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Post » Mon May 21, 2012 3:54 am

Hmm, not sure. But a decapitated Head seems to still have a body attacthed.
Lol, really. I've never gotten a decap. (Mage here. :P)
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Rachel Tyson
 
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Post » Mon May 21, 2012 4:23 am

Apparently, wolves are much lighter than even the smallest mudcrab. What vaule controls how heavy a dead body is?
If I had ot guess I would say it's in the nif. In previous games there werent any settings I can think of that determined havok weight. But I'm just kind of blindly guessing here. :shrug:
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Eve(G)
 
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Post » Sun May 20, 2012 4:22 pm

Perhaps one of the below:


fZKeyComplexHelperMinDistance
fZKeyComplexHelperScale
fZKeyComplexHelperWeightMax
fZKeyComplexHelperWeightMin
fZKeyHeavyWeight
fZKeyMaxContactDistance
fZKeyMaxContactMassRatio
fZKeyMaxForce
fZKeyMaxForceScaleHigh
fZKeyMaxForceScaleLow
fZKeyMaxForceWeightHigh
fZKeyMaxForceWeightLow
fZKeyObjectDamping
fZKeySpringDamping
fZKeySpringElasticity
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James Shaw
 
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Post » Sun May 20, 2012 3:17 pm

Probably something with the .nif. I don't see anything the the npc record that seems related. Oh well, only a minor annoyance.
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Yama Pi
 
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Post » Sun May 20, 2012 9:10 pm

Perhaps one of the below:


fZKeyComplexHelperMinDistance
fZKeyComplexHelperScale
fZKeyComplexHelperWeightMax
fZKeyComplexHelperWeightMin
fZKeyHeavyWeight
fZKeyMaxContactDistance
fZKeyMaxContactMassRatio
fZKeyMaxForce
fZKeyMaxForceScaleHigh
fZKeyMaxForceScaleLow
fZKeyMaxForceWeightHigh
fZKeyMaxForceWeightLow
fZKeyObjectDamping
fZKeySpringDamping
fZKeySpringElasticity
Are these GMSTs? If they are they'd probably effect all the NPC's. I was hoping to just make the mudcrabs a bit lighter. You can barely drag them anywhere.
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Caroline flitcroft
 
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Post » Sun May 20, 2012 3:52 pm

you're right however, this should absolutely be changed.
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Adrian Morales
 
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Post » Mon May 21, 2012 4:59 am

An optional inside Grab Moveable Statics allows you to move bodies easier... Should helP with your problem...
Or you could look into that ESP and see what he changed ;)
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Setal Vara
 
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Post » Mon May 21, 2012 1:27 am

An optional inside Grab Moveable Statics allows you to move bodies easier... Should helP with your problem...
Or you could look into that ESP and see what he changed :wink:
Thanks, I'll give it a look over sometime. :)
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Natalie Harvey
 
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Post » Sun May 20, 2012 12:44 pm

The weight is controlled by the skeleton.nif which is inside:
meshes\actors\mudcrab\character assets

You can check out some mods that lift strength that:
http://www.skyrimnexus.com/downloads/file.php?id=2706
or
http://www.skyrimnexus.com/downloads/file.php?id=601
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Miguel
 
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Post » Sun May 20, 2012 8:11 pm

and of course there's the problem that I can blast a dragon skeleton up to dawnstar from helgen with a single fireball and not being able to lift a mudcrab :P
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Tiff Clark
 
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Post » Mon May 21, 2012 12:51 am

and of course there's the problem that I can blast a dragon skeleton up to dawnstar from helgen with a single fireball and not being able to lift a mudcrab :tongue:
Your dragon skeletons have collison?
Lol, really. I've never gotten a decap. (Mage here. :tongue:)
Go to Solitude. There's an execution there and you can test that theory on the head there. :D Heavier than a Troll arm.
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Catherine N
 
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Post » Mon May 21, 2012 12:06 am

well no I can jump straight into them. that should be fixed as well. but they still are blasted away like hell.
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Alycia Leann grace
 
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