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Editing nif Collision In Nifskope


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Stealing collision from another mesh using only Nifskope can't just be a matter of copypasta because that always fails for me, or I'm doing it wrong.

 

It's possible. What you have to do after copy/paste collision from another object is to links everything properly, to that it fall in place.

 

1. Open NifScope and open your file.

 

2. Open another instance of NifScope and open Fallout4 file you want to steal collision from.

 

 

 

3. rightclick/block/remove branch bhkNPCollisionObject from your file in a Block List window if your file have it.

 

4. Rightclick/block/copy bhkNPCollisionObject from Fallout 4 file and paste it your file (don't use copy branch this time, just plain copy)

 

5. Expand bhkNPCollisionObject in the Block List window of Fallout 4 file and look for bhkPhysicsSystem.

 

5. Rightclick/block/copy bhkPhysicsSystem from under bhkNPCollisionObject from Fallout 4 file and paste it to your file.

 

6. Close Fallout4 file, you won't need it anymore.

 

 

 

7. Select bhkNPCollisionObject in Block List window of your your file, look in to Block Details (bottom window) at the entry: Data.

 

8. Doubleclick it's Value to change it to number you see in the Block List window before bhkPhysicsSystem.

 

9. If you did it right, value should change to "bhkPhysicsSystem" and bhkPhysicsSystem in the upper Block List window should now be child of a bhkNPCollisionObject (expand it to see it).

 

 

 

10. Select NifNode -the first entry in the Block List window.

 

11. In the Block Details window below, look for Collision Object entry.

 

12. Change it's value (by doubleclicking) to number before bhkNPCollisionObject in the upper Block List window.

 

13. bhkNPCollisionObject in the Block List window should now be child of NifNode.

 

 

Done, you have linked collision object to your mesh.

 

If Fallout 4 object you used to steal collision data don't have mesh fairly similar to your own, expect weird things. You will be able to pass through your mesh and will run in to invisible obstacle made of collision object. It's practically useless unless you just modifying existing Fallout meshes.

Edited by hruza
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