BNW Static Clutter
Community Rating
BNW Static Clutter automatically prevents ordinary loose clutter and miscellaneous world objects from being knocked around by physics.
No tools. No menus. No toggles. No configuration.
Eligible clutter is automatically detected around the player and switched to a static physics state, helping interiors and ship habs remain exactly as arranged instead of exploding into chaos when the player walks through them.
Items that can normally be deliberately taken remain interactable. This build is currently undergoing Xbox testing for persistence, cell transitions, ship interiors and object coverage.
Zero-config. No SFSE required.
Black NovaWolf / BNW Mods
Release notes
Xbox
-
1.10BNW Static Clutter
Change Log – 28 September 2026
• Expanded static clutter coverage with 10 additional validated movable set-dressing objects.
• Added the first controlled coverage batch from the new Havok audit pipeline.
• Completed indexing and audit of the Settled Systems static / Havok object population.
• Introduced a structured validation workflow for previously uncaptured movable statics:
- Objects are tested in controlled batches of 10.
- Proven-safe objects are promoted into permanent static coverage.
- Objects requiring normal physics behaviour can be retained as intentional exclusions.
• BNW_SC_Statics_TestBatch is now used as an isolated staging list for new coverage candidates before permanent inclusion.
• BNW_SC_Exclusions is prepared for deliberate omissions where physics, animation, scripting or gameplay behaviour must remain intact.
• Existing permanent static coverage remains unchanged during batch testing.
• Further coverage will be introduced progressively through normal gameplay testing rather than mass-enabling unverified objects.
This update marks the beginning of BNW Static Clutter's full catalogue-level coverage pass: every identified candidate can now be reviewed, tested, and deliberately classified rather than simply left uncaptured. -
1.001.00
Initial build.
- Added automatic static-clutter handling with no player interaction required.
- Added automatic nearby-object scanning around the player.
- Eligible clutter is switched to a keyframed physics state so it cannot be knocked around by normal movement/collision.
- Added coverage using curated keyword, resource, movable-static and miscellaneous object lists.
- Added support for ordinary world-only clutter that cannot be taken into inventory.
- Added Start Game Enabled quest with Player Alias runtime handling.
- Added automatic scanning on initialisation, game load and location change.
- Added exclusion framework for objects that should remain dynamic.
- No menu, toggle, radius setting or configuration item.
- No SFSE required.
- Xbox-compatible Papyrus implementation.
Known behaviour:
- Takeable items may resume normal physics after being picked up and dropped. Automatic re-freezing of deliberately dropped inventory items is planned for a later pass if required.
- Coverage is still being audited to avoid affecting scripted, quest-critical or gameplay-dependent physics objects.
Playstation
-
1.10BNW Static Clutter
Change Log – 28 September 2026
• Expanded static clutter coverage with 10 additional validated movable set-dressing objects.
• Added the first controlled coverage batch from the new Havok audit pipeline.
• Completed indexing and audit of the Settled Systems static / Havok object population.
• Introduced a structured validation workflow for previously uncaptured movable statics:
- Objects are tested in controlled batches of 10.
- Proven-safe objects are promoted into permanent static coverage.
- Objects requiring normal physics behaviour can be retained as intentional exclusions.
• BNW_SC_Statics_TestBatch is now used as an isolated staging list for new coverage candidates before permanent inclusion.
• BNW_SC_Exclusions is prepared for deliberate omissions where physics, animation, scripting or gameplay behaviour must remain intact.
• Existing permanent static coverage remains unchanged during batch testing.
• Further coverage will be introduced progressively through normal gameplay testing rather than mass-enabling unverified objects.
This update marks the beginning of BNW Static Clutter's full catalogue-level coverage pass: every identified candidate can now be reviewed, tested, and deliberately classified rather than simply left uncaptured. -
1.001.00
Initial build.
- Added automatic static-clutter handling with no player interaction required.
- Added automatic nearby-object scanning around the player.
- Eligible clutter is switched to a keyframed physics state so it cannot be knocked around by normal movement/collision.
- Added coverage using curated keyword, resource, movable-static and miscellaneous object lists.
- Added support for ordinary world-only clutter that cannot be taken into inventory.
- Added Start Game Enabled quest with Player Alias runtime handling.
- Added automatic scanning on initialisation, game load and location change.
- Added exclusion framework for objects that should remain dynamic.
- No menu, toggle, radius setting or configuration item.
- No SFSE required.
- Xbox-compatible Papyrus implementation.
Known behaviour:
- Takeable items may resume normal physics after being picked up and dropped. Automatic re-freezing of deliberately dropped inventory items is planned for a later pass if required.
- Coverage is still being audited to avoid affecting scripted, quest-critical or gameplay-dependent physics objects.
PC
-
1.10BNW Static Clutter
Change Log – 28 September 2026
• Expanded static clutter coverage with 10 additional validated movable set-dressing objects.
• Added the first controlled coverage batch from the new Havok audit pipeline.
• Completed indexing and audit of the Settled Systems static / Havok object population.
• Introduced a structured validation workflow for previously uncaptured movable statics:
- Objects are tested in controlled batches of 10.
- Proven-safe objects are promoted into permanent static coverage.
- Objects requiring normal physics behaviour can be retained as intentional exclusions.
• BNW_SC_Statics_TestBatch is now used as an isolated staging list for new coverage candidates before permanent inclusion.
• BNW_SC_Exclusions is prepared for deliberate omissions where physics, animation, scripting or gameplay behaviour must remain intact.
• Existing permanent static coverage remains unchanged during batch testing.
• Further coverage will be introduced progressively through normal gameplay testing rather than mass-enabling unverified objects.
This update marks the beginning of BNW Static Clutter's full catalogue-level coverage pass: every identified candidate can now be reviewed, tested, and deliberately classified rather than simply left uncaptured. -
1.001.00
Initial build.
- Added automatic static-clutter handling with no player interaction required.
- Added automatic nearby-object scanning around the player.
- Eligible clutter is switched to a keyframed physics state so it cannot be knocked around by normal movement/collision.
- Added coverage using curated keyword, resource, movable-static and miscellaneous object lists.
- Added support for ordinary world-only clutter that cannot be taken into inventory.
- Added Start Game Enabled quest with Player Alias runtime handling.
- Added automatic scanning on initialisation, game load and location change.
- Added exclusion framework for objects that should remain dynamic.
- No menu, toggle, radius setting or configuration item.
- No SFSE required.
- Xbox-compatible Papyrus implementation.
Known behaviour:
- Takeable items may resume normal physics after being picked up and dropped. Automatic re-freezing of deliberately dropped inventory items is planned for a later pass if required.
- Coverage is still being audited to avoid affecting scripted, quest-critical or gameplay-dependent physics objects.
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