DirtyDan86 Posted July 18 Share Posted July 18 Hi everyone, as some of you may have noticed, I released my pool hab mod, but still am trying to fix some issues. One of them is that you can't place another hab below the pool, because the placed water will make your character swim in everything that's underneath the water surface. Now I have noticed there is a water file with "1m" depth. When I'm placing this in my pool hab, it's so thin that you can walk right underneath, what is great, but it's also that thin, that the character even falls through most of the times. You have to jump until it "sticks" to the water and starts swimming. Now what I tried to do is either make the "normal" water thinner or the "1m" water thicker, so I used Nifskope to open the water file, copied the meshes path, extracted it with BAE, opened it up in Blender and tried to scale the Z axis. But that didn't work. Then I tried to find the difference between the 2 water files, but found out they're all using the same meshes path, no matter the depth. And while looking through the blocks in Nifskope, I couldn't find any differences as well, so I'm pretty lost. My question now is: When all the different water nifs are using the same meshes, where and how can one edit the size/depth? And where can I even see what size the different nifs have? Link to comment Share on other sites More sharing options...
aurreth Posted July 19 Share Posted July 19 When you stretched the Z axis did you create a new geometry file? The NIF doesn't contain collision. Link to comment Share on other sites More sharing options...
DirtyDan86 Posted July 19 Author Share Posted July 19 I stretched the Z axis of the geometry file in Blender and exported that. Was that wrong and I had to change the nif? Didn‘t find that in Nifskope, only the overall scale. Link to comment Share on other sites More sharing options...
aurreth Posted July 19 Share Posted July 19 NIFs in Starfield are more a reference than anything else. You can use Nifskope to add or remove bits (sometimes) but that doesn't change collision. For example I've removed the huge machinery block on the left side of the large landing pad, but I still can't walk through that spot because I have no idea how to use Blender. So for your water you need to export the nif, import to blender, stretch it, then export both the nif and the geometry. You actually need three files for any one item, the nif, the geometry (mesh), and the materials (mat). NIF is visual, MESH is the physical, MAT is the textures. Honestly the whole architecture is incredibly frustrating. Double check your paths, the geometry file for that water should be Data\meshes\c01f952f33f9e8fc5f39\6298960fd210ff2a6892.mesh. You're probably better making your own water object so you can give it a sane name. Link to comment Share on other sites More sharing options...
DirtyDan86 Posted July 19 Author Share Posted July 19 Thank you so much! Yes, I don‘t really get why it‘s that complicated and why the NIFs don‘t contain all the data. I kinda got it working with just the edited geometrie now. At first it didn’t but when I scaled the object (linked to my edited file) a little more in CK, it finally worked like intended. I did already find the path you posted, but what I found strange is that all the water files are linked to that same mesh path and all have a scale of 0, 0, 0. So I have absolutely no idea, where the actual size is determined. Link to comment Share on other sites More sharing options...
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