Weapon Plaque Problems

Post » Tue Jun 19, 2012 9:45 am

Okay so I have created a functioning weapon plaque. The only problem is when I place a weapon on it the weapon will just float in thin air, not sure how to fix this?

Also when I create a weapon plaque with a weapon already on it (linking the marker to the weapon with no keyword) how would I get the weapon to stay in position like it is mounted?

Dont havok settle seems to look fine, until the weapon is nudged. then it falls off.

Thanks for your help.
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Jessica Colville
 
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Post » Mon Jun 18, 2012 10:32 pm

bump
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Natalie Taylor
 
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Post » Mon Jun 18, 2012 11:11 pm

Your best bet is to copy functioning weapon plaques, racks, display cases, book cases and mannequins (and all their activators and collision boxes) from existing cells. Just look for the bethesda built player homes. Hijerim is the best in my opinion as it has the largest variety.

However, weapon racks and plaques will incorrectly display certain weapon types (sometimes all of them) if set at either 90 or -90 degrees. Edit the activators and objects and rotate them by + or - 1 degree on their z axis. This will allow them to properly display and you can not tell the difference with a single degree of rotation.

Weird right? Took me hours to figure this out on my own, but all of my player homes now have functioning and properly set weapon racks and plaques.
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Vickytoria Vasquez
 
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Post » Tue Jun 19, 2012 3:34 am

argh this is so infuriating lol. That didn't work for me :( I want to put out a tutorial but I cant since I cant even get my own rack to display properly...
Thanks anyway
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J.P loves
 
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Post » Tue Jun 19, 2012 1:15 am

The plaques and the boxed you put in front of them need to have the correct position I think I've been having lots of problems with that too. (keep the (relative xyz locations the same as on a working one) Copying a working one is the best idea. I think the box needs to overlap the plaque completely, not hover in front of it.
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Jenna Fields
 
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Post » Tue Jun 19, 2012 2:15 am

tried that, even set the co ordinates so they are exactly the same so the marker engulfs the plaque completely. The weapons just wont place on it like they should. Ideally I would rather teach people how to make a working one from scratch :) sure you can just duplicate stuff but its better to learn how it all works imo
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Chloe Yarnall
 
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Post » Tue Jun 19, 2012 8:53 am

As said just rotate everything by 1° and it will work.
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ladyflames
 
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Post » Mon Jun 18, 2012 11:25 pm

That does not work for me. I have rotated the plaque and marker on just the Z axis and then X Y Z and it still wont place
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Dalley hussain
 
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Post » Tue Jun 19, 2012 12:19 pm

Also, the plaque must not be through a wall but just in front of it. And try an angle of -1°, 89, 179, -81°.
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chirsty aggas
 
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Post » Tue Jun 19, 2012 12:51 am

Ty for the help guys but it still wont work. I give up anyway, spent like 3 days trying to get this to work :down:
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xemmybx
 
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Post » Tue Jun 19, 2012 1:27 am

If your not scared of time in NifSkope or some 3d App you can create something like http://i43.tinypic.com/2ur1b9u.jpg -> its basic construct is:

1) it contains both the Trigger for detecting when books are taken by the player or another actor.
2) a Non-Collidable Rigid Body for activation.
3) This one is Un-Animated with 16 nodes Dummy01-16 that are used as guides for placing books -> with the function "MoveToNode()"
4) 3 Editor Markers used so you can place the activator and know exactly how its going to look in-game once populated with books -> the middle Marker is for alignment on small shelves.
5) My Script is custom built from scratch by me but you could use the base Beth script with a few alterations -> I started with Beth's before writing my own.

Basically this allows you to have one encapsulated item that does everything required that the over convoluted Beth solution did just with zero ability to break because of forgetting to link something to a keyword or to anther object...

My current version support 6 different animated states so placement is not the same on every shelf and the ability to set which state you prefer in game it also allows you to link multiple organizers together and place entire shelves worth of books at once.
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Melis Hristina
 
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Post » Tue Jun 19, 2012 5:31 am

Im having the same issue as louist44. Created them from scratch and copied existing ones. Tried every angle, every wall and every level in my cell and they still wont work (5 days and counting ive been working on them). All my mannequins, display cases, book shelves and bascially every other trigger you can think of work.... except the weapon racks. Getting slightly annoyed haha. Id like it to work through the creation kit and not have to do it through other programs since its such a simple thing. GOSH!
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Ice Fire
 
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Post » Tue Jun 19, 2012 9:20 am

When you place your rack (or any activator) on a wall, it can be a good idea to turn on collision geometry. (View->Collision geometry (or F4)). Like that when you drag an object somewhere, it will not be placed on the texture, but on the collision layer. On some wall, it can be a lot away from the wall.
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BRAD MONTGOMERY
 
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Post » Tue Jun 19, 2012 4:19 am

The f4 trick is what did it for me - i had an issue with geometry and when i hit f4 i noticed that the wall's collision box was a good deal away from the wall. Thanks, Planteur!
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Kelly Upshall
 
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Post » Tue Jun 19, 2012 10:53 am

I agree about the collision box not lining up as being the most likely source of your problem. I found when working with the Vanilla mannequins, the collision box they place around them prevent any interaction with it whatsoever (as in Player cannot talk or activate it directly). I changed the mannequin system so that it no longer uses the old collision box activator, but if the actual box isn't deleted the mannequin still cannot be accessed.

This is the same principle for racks/plaques/etc. It's set to be havok-init-disabled... then the collision box should prevent anything from knocking it off. One thing you MUST take into consideration (and knowing that you're making it from scratch, this may be your actual problem right here..) is that the TYPE of collision that box is made of may make a difference. D-click it and look at the collision layer... some of them allow projectiles, magic, etc etc... so if you can knock it off with a fireball for instance, the coll-layer needs to be changed to something that prevents it. (I would suggest comparing it to the nilla boxes for plaques... which layer do THEY use? Perhaps the default layer is different when you create a brand-new box from scratch.)
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Czar Kahchi
 
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