Jump to content

Search the Community

Showing results for tags 'havok'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Site Support
    • Account Support
    • Vortex Support
    • Nexus Mods App
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings and Bans
  • Discussions
  • Vortex
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. I've placed an NPC with no health in the cell I wanted, ran a Havok sim, and posed it. It all looks good in the GECK, and I even disabled MultiBounds in the .ini files and refreshed the cells by hitting F5, but it still doesn't show up in-game. I'd really appreciate some help, because I'm stumped.
  2. Used to have one copy of Havok Animation Tools but I lost it. Consequently, I have to write the behavior file in xml and compile it. I want to trigger the effect state , to generate pSequence for NiControllerSequence, when the weapon fires(I intend to use weaponFire event), but it seems not to work. Could anyone help check it? Edit: It looks like Nexus does't allow me to insert codes or spoilers for that long. Sorry for the inconvenience. Behavior.xml
  3. What im trying to do is have arrows that are havok-locked look as if they are penetrating various corpses, but the bodies don't seem to work well with it. IM also doing the same with a static great sword stabbing a man through a beam, but every time i go ingame the corpse is on the ground instead of stabbed, even though I both used the DisableHavokOnLoad script and the checkbox on the body. anyone know waht im doing wrong?
  4. I am trying to make a weapon display for my mod but I am having issues with certain weapon models. While most models have been converted to static with no issue I cannot get the same results with others, an example being the teslacannonproto.nif under 2handlauncher or basically any Mine/Grenade/Ammo model. My current process is to alter the following fields under bhkRigidBody in NifSkope: -Motion System is set to MO_SYS_KEYFRAMED -Quality Typeis set to MO_QUAL_FIXED -Layer is set to OL_STATIC -Layer Copy is set to OL_STATIC As stated this works completely fine for other models such as the gaussrifle.nif, but these problematic models continue to have physics. Any suggestions on what I am missing?
  5. So I made a mod that adds a mesh I found in the Bethesda folder that I never saw in game and I used it for this mod I'm making. II created it to be an alchemy ingredient, everything is fine, but the issue is when I go to drop it, it floats in the air and cannot be interacted with whatsoever. I know this is an issue with the nif file. I even made an activator thinking it would fix it, but I'm more of a texture creator then anything and even went to watch tutorials that achieve the opposite of what I'm trying to do. Havok to Static. I need Static to Havok. I went in nifskope and tried to copy data from one mesh to this one, but I can't seem to create gravity on the object. If anyone on here has skill in Nifskope or making static floating nif items to Havok interactable items. Any guidance would be greatly appreciated. I really want to add this mod for immersion. OR, if anyone knows how to make it to where the item vanishes when dropped and shows a message that says something like: "The bug you dropped crawled away" That would also be really cool if it is easier to do! Thank you so much! :ohdear:
  6. Sup people. Recently I used nvidia profiler to cap my fps down to 45 due to the constant frame rate drops and stuttering I had. It works fine except for certain objects in world that display normally but show no interaction prompt. For example the coin purse hidden in a log near Orphan Rock - it's there but i can¿t pick it up at all. I dropped a piece of armor at a custom interior space and the mesh displays floating in the air but it never dropped to the floor nor can I interact with it. After returning to 60fps the object still won't settle. Is there any way to force it down to the ground, or delete it? I have a woodcutter's axe lying around and it behaves normally. I've read about havok fMaxtime setting at skyrim.ini but i'm not sure how that works. The object in question is a gorget from nisetanaka's bikini armors.
  7. I'm trying to set a customized backpack in the game. I edited leather backpack mesh a long time ago, and generated the havok data in Bledner IIRC. After quite a period of time decided to return to the backpack, but now I see that the havok looks rather scary: That's how it looks from the inside of the mesh: I guess the huge amount of invisible havok edges can cause performance hit. Can anyone advize me how to replace current havok data with somewthing more simple - maybe just a box or something like that? Is it possible to do it using Nifskope? I used to remeber some tricks on how to work with tools, but forgot most of it over the couple of years.
  8. Hello! As the title states, I need to know if there's a way to control the animation speed of objects, such as vault doors or fans, by scripting. I know I can obtain it by editing the model's frequency parameter on NifSkope but I'm interested about an alternative way working on CK.
  9. I'm looking for someone who has the havok plugin for 3ds to make a custom weapon mesh for me that has collision. I'm looking for the weapon to look like an old school snow shoe. I'm willing to pay through fiverr or something like it. If you're interested post below before you start with how much you want for the project. I plan to use the mesh in a Fallout 4 quest mod I am working on. I'll also require a letter from you stating I have permission to use the object in Fallout 4 mods.
  10. I am currently in the process of making an armor mod. The armor has long chains that go down to the floor, that are rigged to be ragdolls. I want to add collision to these chains but am having a very hard time with it. I was at first unable to even add a collision to the model at all without a crash. now I have collision on the model but can't seem to rig it to the ragdoll so it moves with it. I know I don't fully understand how the ragdoll works and there is most likely something I am missing, or doing wrong. If anyone thinks they can help me I would greatly appreciate it. I have been working on this armor mod for a while now and would like to finish it up :). If you need the nif file to be able to see what it is I'm dealing with here you go. Nif File
  11. So lately I've been delving into the Skyrim executable and on these ventures I found something quite interesting. It seems that during development Bethesda used a structure called hkDescriptionAttribute (from my understanding it functions similar to an attribute in .net as the name implies :D ) to tag their new Havok class members, these have been left in the executable thanks to quite an extensive reflection framework. They aren't anything special but it may clear up some ambiguous members when you're deciphering the asset files. I will keep an eye out in my ventures for more of these descriptions but until then I'll dump what I've found so far here: It is a bit messy, but I'll try to come back every once and a while and tidy it up a bit. Enjoy! Although I do realise this is a pretty niche thing in the modding community, if it helps even one person I think it's worth posting. EDIT: This definitely isn't it, but these are the 'undocumented' Bethesda ones.
  12. HKXPack Havok packed file extractor Get the project Project page - Latest release What is HKXPack ? "Havok packed file extractor" or "hkxpack" is a tool to extract data from the Havok packed files (.hkx). It currently only works for "hk_2014.1.0-r1" files (Fallout 4 format). What are hkx files ? The hkx files are used in most Havok-based games to store animations, behaviors, skeletons and more. Most of these files can be found in Animations.ba2. Functionalities : hkxpack is as of now in version 0.1.0-beta. Implemented : hkx extraction : Except for some bugs, it works ! hkx compression : should work 100% expect for the above bugs. Planned : animation format conversion : We are working on a COLLIDA => HKX converter. handle other formats : We may be able to extend the project and handle e.g. Skyrim's files. Cancelled to not promote porting stuff. Contributors Please don't bother us too much, we are doing what we can :smile: DexesTTP - CPU - Fore - Figment - Leito86 - Lordescobar666 - Neomonkeus - Volfin - The NifTools IRC guys.
  13. Hi folks, I got a problem.... I was trying to find Havok Content Tools 2010 or 2011, since the 2012 version or higher won't allow me to export HKX files. However Havok stops providing these older versions, and I spent tons of hours google it yet end up finding nothing. So if anyone could please share me one (maybe with Google drive or Mega), I'll be more than grateful.
  14. Hey all! I'm looking for a mod that removes the ability of books to fall over. :tongue: I'm so tired of stuffing a shelf full of books I've collected and then watching them all fall down. :laugh: I don't necessarily want a mod that messes with the scripting of the bookshelves and allows you to put more books on them. I just want the books to stand up straight on the vanilla shelves. If this does not already exist, may I humbly request it? :smile:
  15. Hi everyone! This is my first time but I'very been having problems for a bit now and just can't seem to figure it out. I want to have the havok physics ponytail hair, the one that moves, to work on my follower, Selene Kate, or any other npc for that matter. I finally found out how to add the hair to an NPC using the creation kit but the end part of the hair seems to fall to the ground and become stationary while the rest sits on top of her head. Looks like tendrils of hair falling from their scalp to a stationary spot on the ground. However when I put the hair hair on myself it works great. I even tried to use the alternate actor mod and switched bodies with Selene. The hair worked fine as long as I played as her. When I switched back to my regular player the hair stuck to the center of the room again. Does anybody know what's going on? Please and thank you!
  16. This may seem like a beginner question but-I'm relatively new to modding outside of the creation kit. I've been using it for years now and find it very limited even with the broad amount of things you can add to the game. Now recently I've began to create a storyline mod and I've created a custom model in ZBrush with textures and everything, the character looks just the way I want it. The only problem is, I don't know how to get him into the game. I need to know how to apply current Bethesda animations to my character, and I'd like to know how to import my character into the game after I've given him animations. I know in the creation kit you can choose animations, so I'd like to know how to apply them to a 3D model I've made. I'm willing to download programs and I'm open to Skyping with people.
  17. Hey all. I'm using trying to enable a disabled reference *and* make the havok kick in. What happens at the minute is the object is enabled but doesnt react to the physics unless the player interacts with the item themselves. I'm enabling the item in a simple OnActivate script with another item, so would there be something I can add to that script to enable havok right after the object is enabled? This is the script I'm using: SCN EnableScript Begin OnActivate Player DisabledRef.Enable SetDestroyed 1 End Hopefully someone knows how to achieve this, if it's possible. Cheers, BayK.
  18. All my scaling transforms in animations exported to Skyrim from Max through HCT are ignored. Scaling a bone in skeleton works, that's not an issue here. Just animating it. I'm using the correct tasks in HCT. I'm having no problem with neither exporting or playing anims, nor anything else related to skeleton or animations whatsoever. No skew warnings. I'ts just that any scaling I do is omitted in Skyrim. I've tried both Max 2010 + HCT 2010.2 and Max 212 + HCT 2012.3 + hktcnv. I've tried omitting the spline compression and checking the content of hkaInterleavedUncompressedAnimation and the scaling transform vectors are defined there correctly. I've tried adding Bake Scale task into HCT. Nothing. There seems to be no problem on Max side or Havok side, just Skyrim. The child bones are correctly translated, as if the parent was really scaled. But it isn't scaled. F.i. scaling clavicle makes the whole sub-hierarchy elongated, but there's no true geometry scaling. Scaling bones with no children has therefore not even indirect effect. I'm not using a skeleton with exclusive scale-bones, because I'm not really sure it has any meaning animation-wise. What am I doing wrong? Is it even possible to use scaling transforms in hkx anims in Skyrim?
  19. I need help finding or making a script that basically toggles the "dont Havok settle" when the player walks into a trigger. The Item I need the script for is a sword. Any ideas?
  20. Hey guys, Anybody knows how to prevent the DweRepository (used in Septimus's Mundane quest) to keep looping its animation when reloading? It's an activator but can't be directly activated - it is triggered opened by the DA04 quest and is supposed to remain open forever after that. I'm using it in a new mod and managed to get the player to open it with a script attached to a Dwemer Cube Stand. It initiallty loads up in its default closed state and the opening process works fine but I can't find a way to reset it to default - nor to stop the open anim to replay whenever the cell is reloaded. In the CK's ID preview, 2 anims are listed under Havok: NONE and "Trigger01". When clicking on either one of them, the animation loops forever. And I don't know much about Havok anims. Anyone can give me litlle hand? Many thanks in advance :).
  21. I'm looking for a good tutorial about adding collision/havok to a brand new clutter item, preferably one that takes baby steps because I'm new to this. I did quite an extensive search before posting but didn't find much, most threads I found are either people trying to do something entirely different (mostly importing meshes from Morrowind/Oblivion) or start out with "Set your mesh up for collision with Blender/Max" - that's the point, I don't know how to do that! Anyways, here's what I'm trying to do: I made this shiny new Onyx mesh in blender. This is a completely new mesh, not a conversion or edit of an existing one. I exported it using NifScripts, added all the textures, environment maps etc and it looks nice in the inventory screen. But now I need it to havok like any other clutter object, preferably I'd like the two stones to fall seperately (like the three parts of the Mora Tapinella ingredient). I've set my mesh up the exact same way as moratapinellabits01.nif (Screen) in Nifskope and then tried copying over the bhkCollisionObjects. But then of course the rigid bodies did not match my mesh, so strange things happened. Next I tried right-clicking each of my NiTriShapes and selecting Havok -> Create Convex Shape. This creates a rigid body that matches my stones smugly, but isn't that much too large? All other meshes I've seen so far have tiny rigid bodies, much smaller than the actual mesh. Anyways it's not working, the stones go completely nuts when running CK havok sim, the larger one falls through the floor while the other floats in mid air. I read somewhere that you can export the meshes as clutter objects directly from Blender, and that the resulting nif is supposed to already have a BSXFlags node and a bkhCollisionObject. This is not true for me, regardless of what options I choose in the export dialogue I never get these nodes in the exported mesh. Any insights on how to make this work would be very welcome. I've tried fiddling with all kinds of settings to no avail, and I'm about ready to tableflip and damn it all.
  22. Hi all, I'm having a bit of a problem with items havoking when I don't want them to (I want them to be permanently static). They are all activators, but use meshes that have havok (e.g. the Daedric Battleaxe). I have tried ticking "Don't Havok Settle" and adding the defaultDisableHavokOnLoad script (all parameters set to FALSE), I've tried adding my own script that disables the item whenever the cell is left, loops until 3D is loaded when the cell is entered again and then does what the default script does to disable motion. Still my users report that the items havok to pieces eventually (after very long playtime). I've never been able to replicate the situation, so I can't test effectively. Now I'm looking to disable havok on the mesh itself in a fool-proof manner. I've read this guide on how to disable havok on an Oblivion mesh, but can confirm it doesn't work in Skyrim. I've then opened up a vanilla Skyrim static mesh (farmhouse01.nif) and copied those values: Motion System to MO_SYS_BOX_STABILIZED and Quality Type to MO_QUAL_INVALID. This seems to work, but as I said I can't guarantee because it doesn't happen at all on my game. Can anyone confirm that this actually disables havok under all circumstances? As an alternative I've thought about replacing all the activators with statics, to guarantee that they never ever move. The problem is that I still need to be able to activate them. I could draw a hit box around every one of them with the appropriate name, but there are a lot of them and that is kind of tedious. So I've had the idea to leave the original activators in place, but make them markers (by ticking "Is Marker" in the Activator dialogue). That will prevent their 3D from loading, so it should keep them from havoking. Does anyone know if this will work? EDIT: Scrap this, "Is Marker" also disables activation (no text shows up ingame when looking at it), so keeping the activators around is uselsss. EDIT2: I've gotten it to work, so disregard edit 1. I managed this time by ticking "Don't Havok Settle" in my marker-ized activator, so it appears I'm going to have the very same problems with them havoking, even if their 3D doesn't load. :sad: As a last resort I guess I could just delete the entire bhkCollisionObject of all the meshes, but that would remove collision as well, and I'd rather not do that. Any insights on the subject or feedback to any of the approaches described above would be very much appreciated. Cheers, Saerileth
  23. Edit: Sorry, posted the topic twice. Nexus glitching out or something.
  24. Hello! I've been trying to create custom animations for Skyrim. Made a working idle animation but I can't import this custom animation (kf file) back into 3ds max - getting 'improper file format' message. Animation is based on xp32 maximum skeleton, but I'm not sure this is relevant. I think the problem is with my export method. In tutorials a read/watched, modders export their anims using havoc content tools. i tried to do so, but I was getting a T-pose when put back into game. Instead i used niftools to export animation into kf format, then convert into hkx. This way it works OK. Still, as I said I can't get that kf back into max to make more anims based on new idle due to this error. Anyone knows what I did wrong? I'm totally new into 3d stuff. Thanks in advance :)
  25. Hi guys, I have another puzzle for you which I can't solve: I need to use a MiscItem as activator, that much works fine as long as I BlockActivation() on load so that the Item doesn't get picked up. But I also need it to play an Open/Close Gamebryo animation when activated - I've made many attempts to force "PlayGamebryoAnimation" through script and it still doesn't play. So I tried to use an activator nif (or container) as MiscItem, it will load in game fine and play the animation too, but not react to havok (it remains in mid air where the game initially loaded it). I tried every possible combination of SetMotionType, MoveTo, TranslateTo, SetPosition, etc., through script - it still won't budge. Then I tried to import a BSControllerManager in a ground Item, and that's where my limited knowledge of Nif files structure became a handicap. It's not a CK problem or a scripting issue, it's purely me not knowing how to structure my nif file so that it 1. reacts to havok 2. plays the Gamebryo animation too. Can any of you give me a hand? Many thanks in advance :). Cheers! Hoamaii
×
×
  • Create New...
  翻译: