Jump to content

NO MORE INVISIBLE BARRIERS AROUND STATIC OBJECTS!


twowolves80

Recommended Posts

Premise: Remove the invisible walls (reduce the size of the collision boxes for static objects) so that arrows don't deflect off of an invisible barrier--four feet off the visible ground. I think it's a little ridiculous that this hasn't been done yet. Standing up on a cliff, nothing around me. The ground literally falls away, and there's nothing sticking up. Line up my long distance shot that I know will be a one-hit kill. Fire.

Nope--the game engine says, "F you and your ridiculous, unnecessary need to have your arrows go where you want them. What, are you stupid?"

 

It's time to make this a reality. Really, really fed up with arrows deflecting off invisible walls, getting stuck in mid-air around railings, (especially when said railings are ankle high--seriously, wtf?!). Skyrim has been out how long? And this has yet to be addressed? Come on, seriously?

And so you know what in the Nine I'm talking about:

http://oi63.tinypic.com/nqsj9z.jpg

 

That shiss is getting really frelling old. I've had shots where the damned arrow is at least a meter off the ground, and stuck. Bethesda, wtf did you do to the collision boxes? Make them as big as the damned mountains I can't shoot off of?

Please, please, pleeeeeeeeeze make this mod a reality. I'd do it myself, but I have no idea how, and I'm sick of dealing with these unnecessarily large collision/hit boxes around static objects. There is absolutely no reason the above should be happening, at all.

I have nothing to offer, so here is some nerd porn in trade:

giphy-downsized-large.gif

If this isn't enough, let me know. I'll find more. lol Seriously, I'm half-tempted to offer up a membership just to have this mod made because I'm so frickin' sick of hitting invisible barriers, alerting the peasants that I then have to kill with a sword because they got too nosy for their own good about what that noise was.

Edit: I know this mod exists for Fallout 4, and I can't remember the name of it. It allowed your rifle shots to go through railings, fencing, gaps between clutter, etc.

Edited by twowolves80
Link to comment
Share on other sites

Wait, wait, wait. I need to process this moment in time. Did Ethreon himself just respond to my post??!

*blinks*

 

Sorry, having a bit of a fan moment here. Okay, I'm ready. lol I just want the collision boxes reduced in size. I wish I could remember the name of that mod for Fallout 4. I don't know what the guy did, but it opened up all the spaces between rails, fencing, clutter, etc. That's why I suspected it was a collision box issue in that the box is too big around static objects. I don't mind if an NPC clips a hair or two into a railing so long as my arrows don't get stuck.

In fairness, some areas were never designed to be accessible, like the tops of mountains (behind Arkngthand, for instance) when shooting down at the bandits from a sloped perch. lol There shouldn't be anything sticking up physically, but...there is something there. Still, I'd be happy for only railings, stairs, and antlers (and other stuff mounted on plaques). I think that would make it a bit more realistic, and it's useful for the NPCs to target the player as well, so it increases your chances of being hit when in combat.

 

And correct me if I'm wrong, but static objects have collision boxes, and actors have hit boxes, right? Still learning the CK at this point and just playing around with it to get familiar with the work environment. Like I said, I know someone did this for Fallout 4, and I wish I could remember the name so I could find out how he did it. I think SMIM is supposed to do something similar, but I have that installed and I see no difference in that regard. Brumbeck actually talks about it, too, so I may just shoot him a PM in the meantime to see if that's something that can be done, and how. Once I figure out how, depending on how many thousands of static objects I'll have to go through, I may just do it myself.

Thanks for the response, Ethreon!

Link to comment
Share on other sites

Most collision boxes are like gloves on the objects; but is very approximative on other. The collision box can be seen in the CK render window with "F4", or in Nifskope. Sometime you can see the collision box, but walk trough the model in game. Encountered the problem a few time. All the models should have their collision remade in a 3D modelling software - a titanic task.

 

By the way, when shooting bow in sneak mode, the arrow is sometime launched between the legs - directly in the ground below - and not from the center of the bow. Fixing all those bugs should take the same amount of time than making a game from scratch. Soooo why not a Nexus open Skyrim-like game made by all the modders, on a more recent engine than the CK?

 

Cheers

 

edit:

 

I have opened some windows (Bard theater in Solitude and Plaza well in Riften) by erasing the box in Nifskope and saving the model. This method worked well but is totally buggy on other models, I don't found why

Edited by Vactrol
Link to comment
Share on other sites

Yeah, but Brumbek must have done it (probably with a lot of time involved, I'm sure). If most of the collision boxes for non-terrain features (which should cut the work down by, oh, I dunno...80% or so? lol) like railings, tables/chairs, etc, are simple rectangular boxes (Beth: Cuz why bother? We're rich! Bahahaha! lol I kid, but seriously, tho...), I wonder if it would be easier to lower them for things that most players aren't going to move with Jaxonz Positioner (or other such mods, and are we going to have to worry about breaking these nav-meshes, too, as in Fallout 4?), such as tables, railings, and that type of stuff? That might also have the added benefit (if we could just shrink them in scale a few ticks, perhaps?) of fixing that jumping issue where if you are right next to a table, and jump, you get stuck half way and slide back down. That is tied to the collision, box, right? Or am I way off?

Yeah, it may be boring, but it needs doing--I would do it if I really knew how because I've got nothing but time on my hands right now. Even if I just started with things like the railings. And Vactrol, good point about how they really should be remade in new 3D remodeling software, which could streamline it, but still...That would be a titanic undertaking.

:)

Link to comment
Share on other sites

lol I know. I was kidding about that, but I figured they would have addressed that issue in the Special Edition (x64) patches, if for no other reason than for assets for themselves to use later on for other games they may want to make. Who knows? They could be at work on this now, just for new games.

 

SMIM does an admirable job of this with the detail it pays attention to--I have no complaints at all. Brumbek may have taken a look at this and just said no (to simply scaling them down a fraction or two) just for technical reasons, or even like you say for time reasons.

 

I don't know about remodeling them--not touching that with a ten foot pole *points to sig*--but I'll peruse the CK wiki and see if there's a way to adjust their size and/or location. If I can't do anything about the size, I'll see about doing only the railings in certain areas--I'll use Valthume, which has an area perfect for testing--and lowering them a fraction. Let's hope it doesn't have a butterfly effect somewhere else...I'm going in blind-folded, with no idea how this will turn out. lol

Link to comment
Share on other sites

  • 2 months later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...