Static Object to Non-Static Object

Post » Mon Mar 14, 2011 4:41 pm

I want to give the Caravan Deck a real world model. Currently, it uses scrap metal. I want to change this to \meshes\clutter\cards\nv_carddeck01_static.nif. But when I do this, when dropped, the deck floats in the air. I assume because it's a static object. How can I fix this?
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Chloe Mayo
 
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Post » Mon Mar 14, 2011 3:55 pm

Yes, I have done this multiple times. What you actually do is to create a new object of the type you want, and use the model file (nif) of the original object. First, you will want to use FOMM to unpack the bsa archive files into loose files. Second, use geck to find out the name of the model file of your source object. Then when you create the new object, click the "model" field and use the file browser to select the same model file. This works for any source, destination type of object. If you want to make a static object into an activator, you need to make sure it has collision geometry; look for the bhkCollision object in the nif file. (See http://www.thenexusforums.com/index.php?/topic/272414-how-to-create-activator-with-existing-model for more details on collision objects).
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MISS KEEP UR
 
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Post » Mon Mar 14, 2011 3:54 pm

I've edited my original post to reflect what I'm actually trying to accomplish.
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RaeAnne
 
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Post » Mon Mar 14, 2011 8:17 pm

The model itself (the NIF) has the physics of a static object, you can't change this in the NV-GECK, it needs to be changed in the NIF file itself. That done, you can assign it as a MISC object or Moveable Static to get what your looking for.

Miax
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Arrogant SId
 
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Post » Tue Mar 15, 2011 12:22 am

http://rapidshare.com/files/438872653/MiaxCardDeck01.nif, I converted it into a model with Havok physics. You'll need to make this a MISC or Movable Static item in-game, Not a Static item.

Luck,

Miax
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Alexander Lee
 
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Post » Mon Mar 14, 2011 3:08 pm

For non-nifskope experts, how can we look at a nif in nifskope and tell whether it has physics? For example, I have learned that nifs without a bhkCollisionObject will not work as activators; what other elements can we look for to see if havok will work on it?
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leigh stewart
 
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Post » Mon Mar 14, 2011 9:14 pm

Check the collision object's types, you can generally tell from there (if it's Object Layer: Static, it's not going to work).
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Rusty Billiot
 
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Post » Tue Mar 15, 2011 5:39 am

Your file doesn't seem to work. It opens with an error in NifSkope as well as in the GECK.

From NifSkope:

""failed to load file header (version 14000005, 20.0.0.5)""
"failed to load nif from 'C:/Program Files/Steam/steamapps/common/fallout new vegas/Data/meshes/clutter/cards/nv_carddeck01_static.nif'"


From the GECK:

http://oi56.tinypic.com/2d98px0.jpg
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Valerie Marie
 
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Post » Mon Mar 14, 2011 7:01 pm

Works great in my NV-GECK and Game, what version of Nifskope are you using?

I'm at 1.0.22 (revision 8329d39). I re-uploaded in http://rapidshare.com/files/438961266/MiaxCardDeck01.zip in case there was some corruption.

Drops just like an ashtray in-game, not sure what to tell ya. :shrug:

Miax
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^_^
 
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Post » Tue Mar 15, 2011 2:19 am

That's the same version I have. Do I need to place the .nif in a specific directory while accessing it via NifSkope?
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Cathrine Jack
 
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Post » Mon Mar 14, 2011 1:32 pm

The new zipped version works perfectly! Thank you so much for doing this. I'll be sure to give you credit in the mod's description.

EDIT: Here's http://www.newvegasnexus.com/downloads/file.php?id=38941 to the bug fix mod, with credit to you. Thanks again for the help, it is much appreciated!
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Maria Garcia
 
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Post » Mon Mar 14, 2011 5:39 pm

Cool! Not sure what I did with the non-zipper revision, but glad it was that over something more sinister.

Good luck with the mod! I put the card deck in my mod too for kicks :)

Merry Christmas! :foodndrink:

Miax
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Georgine Lee
 
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