Locking an object into place

Post » Sun Aug 23, 2009 9:11 pm

Is there any way to lock an object into place? I want to prevent players from sending things flying when walking around the house. (I put a plant in a vase, if you hit the vase you end up with a floating plant) Also is there anyway to prevent players from picking certain objects up. Simple solutions would be better for me, or very clear instructions. My experience with the construction set is very limited.
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Rachel Tyson
 
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Post » Mon Aug 24, 2009 2:43 am

You'll have to remove the mesh's collision for that. Or at least a part of it. Someone more knowledgeable should be able to help you with that.
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Cash n Class
 
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Post » Sun Aug 23, 2009 9:18 pm

Just reply with the following information and I can do that for you. I'll need to know The name of the object(s) you want to stay stationary, as the Oblivion Construction Set refers to it.
There doesn't seem to be an article on how to do it on the http://cs.elderscrolls.com/constwiki/index.php/Main_Page. Perhaps I'll make one if you want to learn how to do it. :)
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trisha punch
 
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Post » Sun Aug 23, 2009 9:03 pm

A section in the wiki would be helpful, its were I first looked. As for the object it was a silver vase (the second one). I'll have to get back to you on that for better details. Your offer of help is greatly appreciated.
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KRistina Karlsson
 
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Post » Mon Aug 24, 2009 9:48 am

There doesn't seem to be an article on how to do it on the http://cs.elderscrolls.com/constwiki/index.php/Main_Page. Perhaps I'll make one if you want to learn how to do it. :)

I want to learn how to do it with nifscope . I think I managed to http://thenexusforums.com/index.php?showtopic=94027&view=findpost&p=755882 - but the exporters and importers are poorly documented - the exported file was 13 KB while the imported was 34 and those 21 KB I didn't delete. Seems to work though...
Thanks in anticipation :)
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Trevi
 
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Post » Mon Aug 24, 2009 1:40 am

I want to learn how to do it with nifscope . I think I managed to http://thenexusforums.com/lofiversion/index.php/t94027.html - but the exporters and importers are poorly documented - the exported file was 13 KB while the imported was 34 and those 21 KB I didn't delete. Seems to work though...
Thanks in anticipation :)

It's pretty easy in NifSkope:

1. Open the mesh (I'm using the quarto01.nif located in Clutter/Books)

2. In the Block List, expand bhkCollisionObject.

3. Click on bhkRigidBody.

4. In the Block Detains section, look for the line marked Collision Response?.

5. Double click on http://img716.imageshack.us/img716/7551/makeanobjectstatictut01.jpg and change it to RESPONSE_NONE. (note: screenshots are big, so you may have to scroll down)

6. Scroll down to the line Motion System and change http://img716.imageshack.us/img716/5615/makeanobjectstatictut02.jpg to MO_SYS_FIXED

7. Scroll down to the line Quality Type and change http://img716.imageshack.us/img716/7272/makeanobjectstatictut03.jpg to MO_QUAL_FIXED.

That should do it.
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Andrew Lang
 
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Post » Sun Aug 23, 2009 9:10 pm

@ The Vyper : thanks a lot ! :tops:
I will check this out.
Just a tiny detail - would this work for a skeleton - I did it with a creature skeleton in max (the way I describe above) and it works fine (up till now).
What is the anolog of the BhkRigidBody weight property in the nif ?
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Javaun Thompson
 
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Post » Sun Aug 23, 2009 7:44 pm

@ The Vyper : thanks a lot ! :tops:
I will check this out.
Just a tiny detail - would this work for a skeleton - I did it with a creature skeleton in max (the way I describe above) and it works fine (up till now).

Your welcome. :D I think this would work for a creature skeleton, although I've never tried it.
What is the anolog of the BhkRigidBody weight property in the nif ?

Not entirely sure about this, but I think it's the line http://img214.imageshack.us/img214/1536/makeanobjectstatictut04.jpg.
Keep in mind that you'll have to change this value in every BhkRigidBody node in the mesh. The creature skeleton for the Skeleton Warriors/Archers has 5 of them: http://img214.imageshack.us/img214/7258/makeanobjectstatictut05j.jpg
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teeny
 
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Post » Mon Aug 24, 2009 5:13 am

Not entirely sure about this, but I think it's the line http://img214.imageshack.us/img214/1536/makeanobjectstatictut04.jpg.
Keep in mind that you'll have to change this value in every BhkRigidBody node in the mesh. The creature skeleton for the Skeleton Warriors/Archers has 5 of them
Thanks :) I know, I know, the rat has 21 rigid bodies lol
So probably setting all these masses to 0 would do the job.
Please if you have some time give me some clues on http://www.gamesas.com/index.php?/topic/1080728-add-a-static-model-to-a-creature/page__pid__15750025__st__0&#entry15750025 :)
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Adam Porter
 
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Post » Mon Aug 24, 2009 8:25 am

I did change all these Collision Response? Motion System and Quality Type properties in the bhkRigidBodys blocks (children of bhkRagdollConstraint and bhkBlendCollisionObject). It still moves though when hit by an arrow for instance. I think mass=0 is the way to go. Still my big problem is the http://www.gamesas.com/index.php?/topic/1080728-add-a-static-model-to-a-creature/page__pid__15750025__st__0&#entry15750025.
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kristy dunn
 
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