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This is actually exceedingly rare in modern games outside implementing it for combat effects.
TW3, for example, has pretty much nothing you can manipulate directly - its all straight into the inventory or its a fixed static. Same with DA:I.
Bethesda is one of the rare companies that make most of the set props moveable.
But, to answer your question - most likely not.
BUT . . . there will be one or more third party mods that will come out pretty quickly that will allow you fine control over placing objects. Mods of that sort are available for Oblivion/FO3/FNV/Skyrim.
And if stuff in your Skyrim playthroughs is getting kicked around constantly its likely because you're running the game significantly above 60FPS.
So you're saying if I capped at 60 fps, then if I were to say, take a piece of cheese off of a table, then all of the dishes, silverware, and other food items would stay put, and not randomly float around?
Pretty much.
It ain't perfect - you'll still knock stuff off most likely. And it won't fix things like trying to put down a bottle to find the heaviest part of the bottle is *on the top*.
Well, I've never heard of physics working based on frame rate, but if that is the case, then that's something they should fix in Fallout 4. In addition, "It ain't perfect". They should make better strides to make it closer to perfect. As consistent as it's been the past few games, it seems like if they could just fix it once, then it should stay fixed in future uses of the engine.
Very untrue.
Even with vsync and fps capped at 60 or whatever, it still happens on the reg.
I thought so. It happens even on consoles which are capped at 30 to 60. Makes no difference.
Items would still be effected by force, such as explosions or being shot or whatever. Just the random poltergeist effect when you so much as breathe on something is what needs to go.
Its a well know aspect of the engine - the physics engine in Skyrim is tied to frame rate and goes bonkers as you move above 60FPS. Even the starting cart ride can go haywire.
Yes, they *should* not do this - but Bethesda develops these games for *consoles*, not PC's. Been doing this since Oblivion. They've been expecting 30FPS and all the tricks and optimizations are to hit that target without regard to how those things might effect PC players.
*Maybe* its changed with FO4 as part of the improvements to CK that they've done.
http://i.imgur.com/Pik1lbr.jpg
https://www.reddit.com/r/skyrim/comments/2ndghb/ladies_and_gentlemen_i_present_you_skyrim_at/
And have guards tell you to stop throwing things on them,and then promptly throw an item at them again.
The reason items dance around when moved is due to the above. The meshes are not perfect and are intersecting each other and the environment when placed in the editor. The calculations for those meshes are not performed until you interact with that object, or any objects nearby. Once that happens, it calculates the mesh, realizes they intersect, and moves the objects appropriately.
So, until someone builds a useful quantum computer, what you see in Skyrim is just what you are going to have to deal with. It may get better/more efficient, but it is not going to go away. It is not a programming bug, it is a programming necessity to allow you to actually run the game.
There is a spellbook that teaches telekinesis. You'd have to drop the item first, but then you could throw it. You can do this multiple times if you have the magicka reserves.
That's actually pretty uncommon in modern games and I don't know of any others that do it to the extent BGS does.
TW3, for example, has pretty much no moveable objects - everything is a static. Same for GTA and FC - beyond the stuff placed there specifically to be messed with the set dressing stuff is all static.