Late last year (September 29th, 2025 if the CK logs are accurate) the Starfield creation kit havok settle functionality stopped working correctly. While gravity is still simulated, objects will not collide with one another while physics are simulated, which makes it pretty much useless.
This appears to be the result of a license key for havok expiring. The CK log files indicate this with various notifications, including, "Assert ID: 0x234A9824 Message: in 'hkKeycodeManager::setKeycode', condition: 'false'." amongst others that will display when attempting to enable havok physics through the UI.
From what I can see the workaround seem to be pretty trivial. Address 0x147455b3d in the 1.15.222 Starfield CK seems to be the function call where the variable used to determine if a valid license is present is located. In my own testing forcing the input parameter, likely a bool, to true allowed havok settling to function again.
Not quite sure how the fix would be best organized here, so just opening this ticket for now rather than a pr. If more details are needed I'm happy to provide.
Late last year (September 29th, 2025 if the CK logs are accurate) the Starfield creation kit havok settle functionality stopped working correctly. While gravity is still simulated, objects will not collide with one another while physics are simulated, which makes it pretty much useless.
This appears to be the result of a license key for havok expiring. The CK log files indicate this with various notifications, including, "Assert ID: 0x234A9824 Message: in 'hkKeycodeManager::setKeycode', condition: 'false'." amongst others that will display when attempting to enable havok physics through the UI.
From what I can see the workaround seem to be pretty trivial. Address 0x147455b3d in the 1.15.222 Starfield CK seems to be the function call where the variable used to determine if a valid license is present is located. In my own testing forcing the input parameter, likely a bool, to true allowed havok settling to function again.
Not quite sure how the fix would be best organized here, so just opening this ticket for now rather than a pr. If more details are needed I'm happy to provide.