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What are physics (HAVOK-driven) objects in LE ?


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35 minutes ago, Xinius said:

For example - Realistic Functional Boats.

 

Is this related to HDT Physics Extensions ? i would like to know more about them in general.

 

Thx! :classic_biggrin:

 

Havok is (one of?) the physics systems used in Skyrim.  HDT-PE used that to add bounce and collisions.

 

Problem with Havok is that it is low-fidelity, good for exploding things (shit flying everywhere, fus-ro-dah), but not great at subtle things.  HDT-SMP was aimed more at subtler physics.

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No, it has nothing to do with HDT. Although HDT PE also uses the game's physics engine (Havok).
The gravity, collision, animation, waving flags, etc. are based on Havok because that's the game's physics engine.
All objects in Skyrim are basically physics objects. Unless the physics has been deactivated for this in the CK. If a dagger is stuck in a wall, then it has been firmly placed there with no physics. If plates and jugs fall off the table, that's havok.
The difference between animation and real-time physics is that an animation runs independently of the environment of a defined time axis and is created for certain conditions. If these conditions change in the game, the animation usually looks strange.

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27 minutes ago, Xinius said:

Ok. Any chance they would be portable to SE ?

or are they just as impossible to port like HDT-PE.

The conversion from HDT PE does not fail because of Havok, but because of the DLL (32bit).
In this boot mod, however, only script and modified mesh are used. In the post of the mod page someone has already written that he has ported the mod to SSE. So you should ask the author or whoever did the porting.

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Certainly. But It would be more faster if i port this mod myself as i wish to create my own mods in  the near future so its important for me to gain as much experience as possible.

 

So, where to begin ? perhaps due to this "havok" element, using Cathedral Optimizer and Creation Kit on this mod is not enough.

 

What am i missing ?

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Just now, Xinius said:

Certainly. But It would be more faster if i port this mod myself as i wish to create my own mods in  the near future so its important for me to gain as much experience as possible.

 

So, where to begin ? perhaps due to this "havok" element, using Cathedral Optimizer and Creation Kit on this mod is not enough.

 

What am i missing ?

If others did, why not you too?
I don't use an SE (I have it but don't use it) so my advice is guesswork rather than knowledge.
Why don't you just convert the meshes and scripts. According to the motto "Try and ... surprise".
In the worst case, it won't work.

 

Havok is not an "element". It is the physics engine of the game - i.e. the basis and thus even the clock generator of the synchronization for the script engine and the render engine of the game - using frames.
So there is no special Havok element - the game is 100% based on Havok. You don't have to look for it - if you drop an object on the floor in the CK with the F key (I think - a long time ago), then it is Havok in the background.
If you run into a wall in the game or if NPC push you away, that's Havok.
Do not confuse this with HDT PE. HDT PE is an extension of the integrated Havok engine using a DLL. Just like SKSE is an extension of the script engine with new classes / functions.

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