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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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