j3lly0m3lly Posted November 8, 2023 Share Posted November 8, 2023 i've made a weapon that's producing a lot of large ammo casings whenever fired, which sometimes makes it difficult to walk, especially inside tight spaces. how can i make the ammo casings player uncollidable just like corpses are? Link to comment Share on other sites More sharing options...
RaidersClamoring Posted November 8, 2023 Share Posted November 8, 2023 You should look around in the vast jungle of collision plane-types that can be included or excluded for collision with the form that you are working with. There is usually a drop down list in the form settings. Checking the settings of some dismembered body parts could be a good start. Link to comment Share on other sites More sharing options...
j3lly0m3lly Posted November 9, 2023 Author Share Posted November 9, 2023 (edited) You should look around in the vast jungle of collision plane-types that can be included or excluded for collision with the form that you are working with. There is usually a drop down list in the form settings. Checking the settings of some dismembered body parts could be a good start.you're talking about nifskope? where should i look 4 them exactly? i found a "L_SHELLCASING" record inside fallout 4's collision layer category, but it doesn't even include the collision with L_CHARCONTROLLER. i've made an override record to try deleting its collision with L_COLLISIONBOX and L_CUSTOMPICK1 but it didn't affect my character's collision with the shell casings. then i noticed that its description says "special shell casing layer for casing sounds" which made me confused even more Edited November 9, 2023 by j3lly0m3lly Link to comment Share on other sites More sharing options...
RaidersClamoring Posted November 9, 2023 Share Posted November 9, 2023 you're talking about nifskope? where should i look 4 them exactly? i found a "L_SHELLCASING" record inside fallout 4's collision layer category, but it doesn't even include the collision with L_CHARCONTROLLER. i've made an override record to try deleting its collision with L_COLLISIONBOX and L_CUSTOMPICK1 but it didn't affect my character's collision with the shell casings. then i noticed that its description says "special shell casing layer for casing sound" which made me confused even more No I'm talking about CK and the collision layers you have indeed found using Fo4edit. You should probably bind your ammo casing form(s) to L_SHELLCASING if you haven't already because L_SHELLCASING is not set to collide with actors (unless dead afaict -- L_DEADBIP). Link to comment Share on other sites More sharing options...
j3lly0m3lly Posted November 9, 2023 Author Share Posted November 9, 2023 (edited) you're talking about nifskope? where should i look 4 them exactly? i found a "L_SHELLCASING" record inside fallout 4's collision layer category, but it doesn't even include the collision with L_CHARCONTROLLER. i've made an override record to try deleting its collision with L_COLLISIONBOX and L_CUSTOMPICK1 but it didn't affect my character's collision with the shell casings. then i noticed that its description says "special shell casing layer for casing sound" which made me confused even more No I'm talking about CK and the collision layers you have indeed found using Fo4edit. You should probably bind your ammo casing form(s) to L_SHELLCASING if you haven't already because L_SHELLCASING is not set to collide with actors (unless dead afaict -- L_DEADBIP). the issue is that i can only find "308casing" and "casing308"- i can't find 50cal casingi've edited their collision layers to L_SHELLCASING, but it doesn't change the 50cal's collision Edited November 9, 2023 by j3lly0m3lly Link to comment Share on other sites More sharing options...
j3lly0m3lly Posted November 10, 2023 Author Share Posted November 10, 2023 (edited) i've even changed the shell casing's collision layer in nifskope to SKYL_DEADBIP and it didn't worked... Edited November 10, 2023 by j3lly0m3lly Link to comment Share on other sites More sharing options...
j3lly0m3lly Posted November 10, 2023 Author Share Posted November 10, 2023 nvm, i had to change the collision layer inside the rigid body info to SKYL_DEADBIP, and it worked Link to comment Share on other sites More sharing options...
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