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Showing results for tags 'static collection'.
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Hello, I have recently ran into an issue with CK crashing whenever I try to make a Static Collection. I've tried creating new .esp's and nothing I do seems to matter. Roughly 2 weeks ago this wasn't a problem, I was able to create SCOL's without a hitch. Now, CK works fine until I try to create a SCOL, doesn't matter if I use vanilla models, custom models, etc. and it also doesn't matter how few or how many models I use, all attempts end in a crash. Please help! If anyone out there knows of a solution, I would be forever grateful. Thank you, The Dude
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- static collection
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OK, so I need to know if there is an easy way to fix my material swaps after creating static collections. Thus far, when designing a skyscraper for a certain mod that I am working on, the material swaps disappear and revert back to default, for the buildings in question, after grouping them together as static collections. This means, that thus far, I have resulted to hand altering each and every single piece back to its altered material after scaling and relocating my buildings from the assemble zone to the finished part of the city. This; of course, is tedious. Is there an easy way to simply highlight the disassembled SCOL (static collection) and change all of the materials in material swap for those pieces without going through them by hand? I ask because this really is tedious and annoying.
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- static collection
- material swap
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This is an odd one so bear with be, Thanks to the other users and their very useful information, I have been busy taking meshes for misc items and turning them into static items to be placed into my house mod. This has all worked perfectly, however, when i try to group these new models into a static collection, they seem to turn back into a physics object and can be moved around. Since i am a bit of a scrub when it comes to modeling and Nif Scope, i have no other way of putting these objects together to make a custom container mesh. I simply create a Nif from my static collection, and use that as the model for my container. This seems to work perfectly fine when the collection only consists of statics from the base game, but when i add my own custom ones models, it turns itself into a physics object, which is infinitely infuriating. Second question for you good folks, does anyone know how to make a custom workshop station like a chemistry/weapons/armor bench? the interior of the previously mentioned "house" would look terrible with the vanilla workbench models. I have also tried my static collection way of making workbench models, and that ended up exactly like you would imagine, the model fell to the floor and the player got stuck in the wall. As you can see, I'm really out of my depth here, so any help at all would be amazing! I know you guys are awesome, and i would appreciate any feed back you can provide.
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Greetings fellow CK enthusiasts and Happy New Year to you! I come seeking knowledge and a little help. I have created a custom stair case using in-game static components, turned that group of components into a static collection, and placed it into my mod. I set the spacing of the individual stairs to be roughly equivalent to other staircases in the game. In game, it looks fine; however, there seems to be a slight issue as I cannot walk up the stairs in a normal fashion. I can bunny hop up them but not walk. Any theories as to what I haven’t done or how I might go about resolving said issue would be greatly appreciated.
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Good evening everybody! Just a few (beginner) questions about Static Collections: Is there a "size limit" for a static collection? Because I want to put lots of static objects into a SCOL that will be about one "exterior cell" big ... (A few large custom meshes and lots of small stuff like railings, ...) If I create a static collection and use a few instances of it, can I later "edit" the static collection in the CK, so that all the "instances" of it get "updated"? Can "non-static" objects (like lights or moving flags) be part of a static collection? (Obviously not activators like doors or buttons, but I mean "non-activatable" stuff) Would be great if somebody could clarify these things ...