RaidersClamoring Posted December 14, 2022 Posted December 14, 2022 I've come to realize that collision layers can be used to set up interactions and conditions of stuff happening. Not Condition Functions afaik, even though there is an "IsCollisionLayer" option. I don't trust it. However it can be used to control projectile behavior for instance. So how do I assign a collision layer to a form or object? Does this happen in CK or is it baked into the Nif?
South8028 Posted December 14, 2022 Posted December 14, 2022 (edited) built into nif. The collision type is assigned in 3ds (probably you can change it in nifscop, but I don't know how). There are a lot of collisions. They differ in the type of havok physics and materials. Curiously, from the point of view of bgs, even navmesh is a type of collision, although the tool for creating navmesh is in ck.https://disk.yandex.ru/a/QXyvaj4NCNaxkQ Edited December 14, 2022 by South8028
Zorkaz Posted December 14, 2022 Posted December 14, 2022 When it comes to triggerzones however you can double click on it and define what can pass through it. Same goes for collision layers which can let projectiles through but not actors.
LarannKiar Posted December 14, 2022 Posted December 14, 2022 If it's an activator (usually with no model data), it's in Render Window >> Reference >> Primitive >> Collision layer. It seems to be that IsCollisionLayer wasn't present in Sykrim so it might work in Fallout 4. I don't think NifSkope can edit the Collision layer. The Collision mode of some nodes like the NiBillboardNode and the Collision Object itself can be changed though.
RaidersClamoring Posted December 15, 2022 Author Posted December 15, 2022 On 12/14/2022 at 10:39 PM, LarannKiar said: If it's an activator (usually with no model data), it's in Render Window >> Reference >> Primitive >> Collision layer. It seems to be that IsCollisionLayer wasn't present in Sykrim so it might work in Fallout 4. I don't think NifSkope can edit the Collision layer. The Collision mode of some nodes like the NiBillboardNode and the Collision Object itself can be changed though. Upon closer inspection it turns out the condition is actually GetObjectType >> Collision layer. Infinitely less useful. They probably just populated a list with stuff that exists.
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