Issue Data
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Issue #22916: ModCrate.nif doesn't interact properly with builder or storage device
The object will either zip through the builder untouched, drop out of the bottom of the builder or storage unit, or get stuck in the "mouth" of the storage unit. The other mod object, ModBox.nif, does work correctly. Even more oddly, the offending model will move correctly through the Component Sorter unit.
This was discovered through testing a mod disassembler that uses the standard builder model. The offending model does interact fine with the hopper or the conveyor belts. Steps to duplicate - change the receiver of a 10mm or pipe pistol to the "auto receiver", revert back to the standard receiver to gain the loose mod box for the auto receiver, and drop it onto a conveyer built that is attached to the Conveyor Storage unit. Observe that the loose mod box is either caught in the opening, or drops to the floor. |
meshes\props\modspartbox\modbox.nif
meshes\props\modspartbox\modcrate.nif
There's nothing suspicious about these meshes. BSX flags are the same and they both have collision.
Maybe there's something wrong with the builder/storage units ?
meshes\props\modspartbox\modcrate.nif
There's nothing suspicious about these meshes. BSX flags are the same and they both have collision.
Maybe there's something wrong with the builder/storage units ?
ModCrate is significantly larger in one dimension than ModBox, so the script that controls the sorting rpocess might be selecting the wrong nodes for that object (there are two pairs of nodes on the 'machinery': one pair for large objects, another pair for others). Whether or not an object is large is determined by checking a form list (which is supposed to contain the base objects of all large objects). And this is where the problem lies (assuming that ModCrate is not in that list although it should be): ModCrate is not used by just one base object ....
Bethesda did apparently not spend much time on testing the scripts for all items that one can feed into the machinery. There need to be checks added for specific items and/or item groups to behave properly. I'm currently working on it,
Comment #3 Oct 19, 2017 9:44 am
Edited by Sclerocephalus on Oct 21, 2017 7:15 pm
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