MiscItem: Difference between revisions

Jump to navigation Jump to search
451 bytes added ,  2 July 2015
→‎Notes: Papyrus types
imported>Bug64
m (Added some usage notes)
imported>DavidJCobb
(→‎Notes: Papyrus types)
Line 9: Line 9:


==Notes==
==Notes==
The way a model behaves in the world is a function of its havok data.  Models that were created for static objects aren't intended to move and as a result, may not have havok data.  If you select such a model, when the player drops the item from their inventory, it will hang in mid-air (it has no mass to make it fall).  You will need to copy the model and fill-in the havok data before it will behave correctly.
* The way a model behaves in the world is a function of its havok data.  Models that were created for static objects aren't intended to move and as a result, may not have havok data.  If you select such a model, when the player drops the item from their inventory, it will hang in mid-air (it has no mass to make it fall).  You will need to copy the model and fill-in the havok data before it will behave correctly.
* MiscItems have a Papyrus script type called [[MiscObject Script|MiscObject]]. However, you should only apply scripts that extend [[ObjectReference Script|ObjectReference]] to a MiscItem, as scripts are only attached to individual items that exist in the game world. If you do apply a MiscObject-based script to a MiscItem, then when that item spawns in the game world, the script will fail to run, and an error will be printed to the Papyrus log.


{{languages|MiscItem}}
{{languages|MiscItem}}
Anonymous user

Navigation menu