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Statics, Lights, Misc Items, and Havok


Dane
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Misc. Item mesh -> Light

I want to make a light from a misc item mesh, but will the light move if I use the exact same mesh as the Misc. Item?

Weapon -> unmovable scripted weapon (question came from Witty)

If you want a weapon to be stuck in 1 place, whats the best way to do that.

Answer

2. Weapon -> unmovable scripted weapon

Making a static object.

========================

1. Load NIF into Nifskope.

2. Open:

> NiNode

> bhkCollisionObject

> bhkRigidBody

3. In the "block Details" of 'bhkRigidBody':

- Motion system ->change to MO_SYS_KEYFRAMED

- Quality Type -->change to MO_QUAL_FIXED

Object will now be motionless in the game but you can still interact with it with an onactivate block of code, for example.

If you remove the collision, then you cannot interact with it anymore.

Warning!: Just removing the Havok in Nifskope causes a CS crash

Edited by Dane
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I'm just spitballing here but I'd make a static using the nif of the desired misc. item, then take that new static and make it a light. Like I said, I'm just guessing... :) But in my head it seems that the havok would be removed in step one (?) and then step 2 would make it a light.

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I'm just spitballing here but I'd make a static using the nif of the desired misc. item, then take that new static and make it a light. Like I said, I'm just guessing... :) But in my head it seems that the havok would be removed in step one (?) and then step 2 would make it a light.

I think that the CS can't edit a mesh to remove the collision and now I think about it OB has lights that hang on a chain, the lights move if you hit it with anything..

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2. Weapon -> unmovable scripted weapon

Making a static object.

========================

1. Load NIF into Nifskope.

2. Open:

> NiNode

> bhkCollisionObject

> bhkRigidBody

3. In the "block Details" of 'bhkRigidBody':

- Motion system ->change to MO_SYS_KEYFRAMED

- Quality Type -->change to MO_QUAL_FIXED

Object will now be motionless in the game but you can still interact with it with an OnActivate block of code, for example.

If you remove the collision, then you cannot interact with it anymore.

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