I did some testing with the creation kit and replaced a buckets model with that of a helgenstone. I changed the weight of the stone to 40,000lbs but you can still kick it around like a bucket. You can pick it up with the E key and move it around like a bucket, even though it's 40,000lbs. I can stack these blocks on top of each other by it's very flimsy, and I can knock one off another with just arrows. If you put it in your inventory your overweight.
My question is how would I mod this stone to act more like a stone?
THe weight setting in the CS is strictly for the weight that it will list in your inventory --- to change the weight for in game settings you would need to make adjustments to the settings inside the NIf file for the item.
THe weight setting in the CS is strictly for the weight that it will list in your inventory --- to change the weight for in game settings you would need to make adjustments to the settings inside the NIf file for the item.
I was under the impression that NIF files were just Skyrims models and didn't hold much more information. Are you saying I can things like weight by modifying the NIF? How do I go about doing that? Google and creationkit.com doesn't seem to be helping at this time.
Look at the linked list implmentation link and video in my sig...you will note when the gems and coins spawn, the coin flies much higher than the gems, even though they're getting exactly the same havokimpulse when they're spawned in the bucket...the gems and the coins have different dynamics defined in their models, and the "weight" setting isn't a factor.
Find bhkRigidBody nodes in NIF files, they contain a lot of Havok settings for that model, like mass, friction, linear and angular dampening, max angular velocity...
The inertia matrix seems to be really screwed up in the new NIF format. I'm not sure why, but I was going to have a look at fixing it for a few things. We'd need to have a proper inertia matrix defined for the items in one of my mods if it ever gets developed.
You really notice the issue if you try to pick up a large pot. It won't settle. Which makes it impossible to place nicely on a table. If the inertia matrix was defined properly, it would rotate around the centre of gravity and settle nicely.
Find bhkRigidBody nodes in NIF files, they contain a lot of Havok settings for that model, like mass, friction, linear and angular dampening, max angular velocity...
This is were I'm stumped. I haven't figured out how to do this yet in the creation kit. There doesn't seem to be much help in creationkit.com
It would be nice if Bethesda supported [even in a limited way] NifSkope and it's on-going development. Those volunteers have to decode stuff all the time, on their own time and without the benefit of developer information or anyone who has first hand knowledge of how certain things are implemented in the engine. There's still a lot we can't do because NifSkope just isn't capable of doing it yet.
Are you reading this Bethesda? Throw the guy's a bone already!
It would be nice if Bethesda supported [even in a limited way] NifSkope and it's on-going development. Those volunteers have to decode stuff all the time, on their own time and without the benefit of developer information or anyone who has first hand knowledge of how certain things are implemented in the engine. There's still a lot we can't do because NifSkope just isn't capable of doing it yet.
Are you reading this Bethesda? Throw the guy's a bone already!
NIF files are specific to the Gamebryo engine (started out as NetImmerse engine, hence NetImmerse File) which Bethesda didn't make. It's, strictly speaking, not Bethesdas responsibilty to document parts of a game engine they lisense from a 3rd-party.
NIF files are specific to the Gamebryo engine (started out as NetImmerse engine, hence NetImmerse File) which Bethesda didn't make. It's, strictly speaking, not Bethesdas responsibilty to document parts of a game engine they lisense from a 3rd-party.
I didn't suggest either of those things - not sure how you read that from my reply.