![]()
|
|
Update: It seems my initial assessment was a bit hasty. Simply copying and renaming the door results in the loss of snap functionality during construction. The door frame is also missing (albeit largely unnoticeable in-game). (Note: The following problems are not present at this point, only loss of snap functionality)
As such the frame will need to be copied over along with snap information. Unfortunately, the override box's bhkNPCCollisionObject will then prevent going through the door even while opened. Removing the override box's bhkNPCCollisionObject fixes that particular issue but the override box itself loses functionality and animation. So it "sort of" adds it, but not functionally.
Someone better at Nifskope than myself will likely need to figure out how to make it so the override box's bhkNPCCollisionObject is, er... //not a collision object//... while retaining the override box's animation and functionality. I'm working on it but the outlook isn't good. I've never been all that great with NifSkope.
edit: I'm making someheadway. It seems the problem is related to the Frame somehow. After copying over the BSConnectPoint:
arents CPA and NiNode WorkshopConnectPoints the snap functionality is restored while the override panel works as intended, and the door also works as one would expect a door to work. Now to see about that frame...
As such the frame will need to be copied over along with snap information. Unfortunately, the override box's bhkNPCCollisionObject will then prevent going through the door even while opened. Removing the override box's bhkNPCCollisionObject fixes that particular issue but the override box itself loses functionality and animation. So it "sort of" adds it, but not functionally.
Someone better at Nifskope than myself will likely need to figure out how to make it so the override box's bhkNPCCollisionObject is, er... //not a collision object//... while retaining the override box's animation and functionality. I'm working on it but the outlook isn't good. I've never been all that great with NifSkope.
edit: I'm making someheadway. It seems the problem is related to the Frame somehow. After copying over the BSConnectPoint:

ahaha... The solution was so simple now I feel a little embarrassed. All I had to do was remove the bhkNPCCollisionObject from the frame and "ta-da!" suddenly everything works flawlessly as intended. I'm attaching the fixed door that includes the override boxes (switches), frame, snapping points, and proper collision. Pretty much what I assume Bethesda intended from the beginning but left out in oversight.
Attached Files:
VltWorkshopDOOR01.nif


Update... It seems that the Vault-Tec doors vanish once opened and these do not. Not sure what to do about that. I could copy over the override box into the Vault-Tec nif and delete its collision (it causes CTD on load for some reason otherwise) but then the override box would be non-functional as well as unanimated.
Showing Comments 1 - 3 of 3