QuentinVance Posted February 7, 2022 Share Posted February 7, 2022 Hello everyone! I just recently resumed working on my ancient mod Stories from Point Lookout which I started over two years ago. Now that I'm back, I'm focusing on adding new clutter and misc items to make my environments a bit more interesting while also adding stuff that can be collected and traded for a bit of caps. So I jumped on NifSkope just to see if I remembered how to use it, took a .nif out of the game, and scaled it down to make a miniature version of it. So far so good, the game actually recognizes the file, the textures work, the item is as small as it's supposed to be. BUT! The collision box is still the same as before, and while I can scale down the model, I can't seem to scale the box individually. I tried opening the .nif on Blender (2.91) but it immediately crashed - I guess I imported it in the wrong way, or it's just not supported. So, how can I deal with this? Ideally, I'd like to do this in the fastest way possible - I would like to avoid installing three or four different programs just for that.Thanks in advance for the help! Link to comment Share on other sites More sharing options...
M48A5 Posted February 7, 2022 Share Posted February 7, 2022 You will need Blender 2.49, PyFFI 2.1.5 and NifSkripts 2.5.5 in addition to NifSkope to mod for FO 3. Just go here https://www.nexusmods.com/oblivion/mods/12248 for further information. Link to comment Share on other sites More sharing options...
QuentinVance Posted February 7, 2022 Author Share Posted February 7, 2022 (edited) I'll look into it, thanks.That sounds like a lot of stuff to scale down a single collision box... EDIT: Alright, this makes no sense. Simply put, it's just not worth messing with instructions that don't match, having to learn an entirely different blender version, and messing around with all of this stuff, only to resize the boundaries of an object which Blender 2.49 is also not recognizing properly. Jumping back ten years for a single object is just not worth it. Edited February 7, 2022 by QuentinVance Link to comment Share on other sites More sharing options...
Pixelhate Posted February 10, 2022 Share Posted February 10, 2022 If you scale down the object in Geck, the collision will be resized as well.If you want to resize it in NifSkope, remove the collision and generate a new convex one (after applying the change on the NiTriStrips). If you absolutely want to resize both object & collision at once, you will likely need to go the old way or through a convoluted one, Unfortunately nobody has made an efficient exporter for newer Blender for a 12 years old game. Link to comment Share on other sites More sharing options...
QuentinVance Posted February 14, 2022 Author Share Posted February 14, 2022 The solution you mentioned for NifSkope might be good. I tried something similar I suppose, but the only result I had was a crash. Maybe I was doing something wrong though, could you guide me through the steps?I was intending to do this as an experiment, it's not something essential for my mod, so I could do without - but it would be neat if I could get this to work.Thanks! Link to comment Share on other sites More sharing options...
QuentinVance Posted February 15, 2022 Author Share Posted February 15, 2022 I gave this method a try. I scaled down the entire model in Nifskope, then I selected each "NiTriStrips" node, right clicked it, and selected Transform > Apply. Then I selected one of the NiTriStrips (the bigger one, which as I understood would wrap around everything else), right clicked it, and selected Havok > Create Convex Shape. I tried both changing the size values and leaving them as they are, the result is roughly the same: Nifskope shows a red wireframe collision box around my object like before, but now it's shaped a bit differently, sloping from one edge to the other instead of using a larger square box, and the node appears as bhkCollisionObject.In theory, it looks close enough to the original, just smaller. However, when I import the item into the GECK, I still see the same square collision box the full size model had. I think I got the gist of it, but either something is still missing, or some step is wrong. If anyone knows anything about this, let me know. Link to comment Share on other sites More sharing options...
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