Making an Object Static

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Making an object STATIC[edit | edit source]

How do you make an Object, for example an armour item, STATIC, so that the PC cannot interact with it? (WaerLoga)

  • I'm not sure about static, but you can make it so that the player cannot pick the item up either two ways:
1. Creating a new static object: Download either TES4BSA or BSA COMMANDER to unpack the BSA files. Next, to simply create a new static object and apply whatever mesh you want it to take the form of. The player won't be able to pick the object up, but will be able to move it around via the "Z" key.
2. Via a script: Create a new script that you place on the object so that when the player attempts to pick it up, nothing happens.
scn StaticScript

Begin OnActivate
  Return
End


  • If you wanted it so that the object cannot be moved at all, you could always use collision boxes around the object.
    The Imperial Dragon 03:29, 21 June 2006 (EDT)

  • (EDIT)I found that by copying NIFs and DDS files, (armour, weapons & body parts), into the ARCHITECTURE folders for the MESHES & TEXTURES, and renaming them, I could (with CS) place the objects wherever I liked in the world, ie floating in the air, and when I look at it them in-game it's perfect, (for example: an zombie head wearing a helmet stuck to a wall by an arrow). Perfect; they have no physics applied to them so they don't split apart and fall to the ground, but they have no collision boxes, so how do I give a group of objects, like the helmet, head and arrow, one collision box around the group? (Though this is not a good idea because it'll bloat the Meshes and Textures folders needlessly.)
    WaerLoga

  • Within each Nif that has collision is a bhkCollisionObject (i think). I believe that by bringing up the Block Details menu on this, you can toggle some options like Mass, Friction, etc to make the object have collision without movement. When I completely deleted the bhkCollisionObject branches from one nif, the object ceased to have any collision or physics but displayed properly in game, as expected. Sounds like you need to mess with the physics and keep the collision. If your object doesn't have collision by default there is a tutorial called Custom Weapons with Nifskope that might help you to add some.
    Omzy 23:54, 21 June 2006 (EDT)

  • You can scale a collision box by holding the S key and moving the mouse. If you need to, you can use more than one to fill the area you need blocked.
    The Imperial Dragon 00:18, 22 June 2006 (EDT)

  • (EDIT)In the CS? How do I do that (I have version 1.0.303 do I need to upgrade?) I am only beginning to learn NifSkope. The point I'm trying to make is that a zombie head cannot wear a helmet in-game, but you can take a zombie head in the CS and put a helmet on it, simply meshing it with the head as Collision is turned off, but when you turn on Collision the helmet sperates from the head and both fall to the ground. Not so when I copied and renamed the objects into the ARCHITECTURE folder and created new zombie head & helmet in CS OBJECTS-STATIC-ARCHITECTURE section and gave them renamed NIF and DDS files of original ZombieHead01 and LegionHelmet. Now that they are STATIC objects they are meshed together in-game, the zombiehead 'appears' to be wearing the Legion Helmet, and both 'appear' stuck to a wall by an arrow, with a Headless Zombie wandering around nearby. But in-game I can walk straight through these objects, as they have no Collision. So what I need to know is how to create a collision box, preferably in the CS, around this group of objects so's one Collision box contains all three objects, and I can collide with the objects but not interact with them, such as you can't interact with other STATIC architecture objects, like a fence or Kvatch Head-on-a-pike. I just want to create scenery pieces by meshing together objects from CS. So, One Collision Box around 3 Objects, how???
    WaerLoga

  • The Imperial Dragon has the easiest way, providing you don't need to move the objects. Just go to WorldObjects -> Static -> CollisionBox01 and scale it to fit around your items. --
    Omzy 01:01, 22 June 2006 (EDT))


  • Or even through the items, if it isn't being affected by the physics system (If you need to).
    The Imperial Dragon 01:08, 22 June 2006 (EDT)

  • Cheers! I didn't know about that Collision Box in there. That works, thanks! I'll check back in a couple days before moving this to Solutions. Thanks folks.
    WaerLoga 5;53 GMT, 22 June (EDT)


  • Ahem. If you go to Finessing Physics I cover how to make objects static using Nifskope. Just turn their motion system to 7 quality type to 1. It only works for meshes which use primitive bhkcollision shapes (i.e. not bhkpackedtriangles) but most of those are already statics.

Darknel 12;53 GMT, 23 June (EDT)

  • Nice Work! Thanks. WaerLoga 27 June (EDT)
OK, so generally articles in the (Main) space shouldn't be discussions like this, so I've marked it with the {{Discussion}} tag. That said, this seems pretty specific - the Finessing Physics article seems to cover everything you need to know about the article title.
An article on collision boxes, however, could be useful.
Dragoon Wraith TALK 14:46, 30 January 2009 (EST)