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Skyrim Creation Kit (Public) CKPublic
STEAM GROUP
Skyrim Creation Kit (Public) CKPublic
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February 7, 2012
flashyraccoon Feb 23, 2015 @ 12:10pm
hide the in-game message (Name, Value...) of an item [SOLVED]
So, I'm trying to make a static piece of clutter based on an item.
I've already treid the following, none of which have worked for me:
  • there is no static version of the item
  • collision planes don't hide the name and other information when hovering the mouse over it
  • Script options such as defaultblockactivation make it impossible to take the item, but still show the infos
  • the method where you create a new item based on the nif-file doesn't work for me (error message)
Does anyone know how to hide those messages as well?

Thanks! :)

[SOLVED]

Never mind, I places collision planes of the type L_NONCOLLIDABLE around it, as far as I can guess, it basically hides the thing behind it from detection by the player!

@nh_onoskelis thanks for the help anyway! I'll gladly refer to you in the future if I have any more questions! :)

Last edited by flashyraccoon; Feb 26, 2015 @ 3:28am
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Showing 1-6 of 6 comments
NH_ Feb 23, 2015 @ 12:18pm 
i would try the following method.

open the non-static mesh in nifscoope and export the mesh as an obj or 3ds.
open a nif file of some static object of a similar size. maybe a barrel or 1stpersondagger.
finally import the mesh replacing the mesh of the barrel or dagger and save the new nif as something else.

hopefully that should work. i'll mess around with some files and the ck to see if that works.
NH_ Feb 23, 2015 @ 12:24pm 
or maybe set the BSX flag (found a block or two under the zero node) to a value of 2 will make the object static.
NH_ Feb 23, 2015 @ 12:48pm 
i changed the bsx flag of bladessword.nif to a value of 2. The text 'BSX' changed to 'Prn'. I duplicated some static mesh of a post in the CK, pointed the object's mesh file at my modifed .nif file, put it in a cell, and went there in game.

The result was a floating sword in the cell that I could not pick up, showed no text on mousover, and had no collision box. Perhaps the collision box was so small I was unable to bump into it and notice it redirecting me.
NH_ Feb 23, 2015 @ 1:32pm 
changing the bsx value works, but no collision. you would need to add a collision object or plain.
flashyraccoon Feb 24, 2015 @ 5:27am 
Originally posted by nh_onoskelis:
i changed the bsx flag of bladessword.nif to a value of 2. The text 'BSX' changed to 'Prn'. I duplicated some static mesh of a post in the CK, pointed the object's mesh file at my modifed .nif file, put it in a cell, and went there in game.

The result was a floating sword in the cell that I could not pick up, showed no text on mousover, and had no collision box. Perhaps the collision box was so small I was unable to bump into it and notice it redirecting me.

I probably shpud have mentioned that the mod i'm working on is my first, and almost anything I know about modding is from the CK wiki... I also don't have any experience with extended modding tools, so is it possible to fix this issue within the CK alone?

And also, maybe this is a stupid question, but what is the BSX and where can i find it?

Thanks for the quick reply though, I'm sure i's very helpful once I figured out what exactly those things mean! :)
NH_ Feb 24, 2015 @ 10:40am 
"is it possible to fix this issue within the CK alone?" - I'm unaware of a solution in the CK.
"what is the BSX and where can i find it?" - You will need to unpack vanilla files with a program like BSAopt and open unpacked mesh files with a program called nifscope. You can search for tutorials or add me as friend and I can help walk you through the process.
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