CreeperDaReeper Posted July 26, 2010 Share Posted July 26, 2010 Basically, it would be an object without collision, or at least in certain parts. This way there could be hidden passages without having the passage entry look different from the rest of the surroundings, or using a moving door or other moving object. Seriously, has anyone thought of or done this? Link to comment Share on other sites More sharing options...
Valkyrie Posted July 26, 2010 Share Posted July 26, 2010 I think you could open the mesh with Nifscope and just remove the collision. I've done it, but completely by mistake... Link to comment Share on other sites More sharing options...
CreeperDaReeper Posted July 27, 2010 Author Share Posted July 27, 2010 Me + Nifscope = impending insanity. Simply put, not good. Link to comment Share on other sites More sharing options...
ub3rman123 Posted July 27, 2010 Share Posted July 27, 2010 If you remove the collision via NifSkope, you'll get crash problems. You'd need to use Blender to do it. Link to comment Share on other sites More sharing options...
RGMage2 Posted July 27, 2010 Share Posted July 27, 2010 I did exactly what you are saying in my Navatar mod. http://www.tesnexus.com/downloads/file.php?id=31455&tab=6&navtag=/modules/comments/index2.php?tid=200627|:|fid= I created a doorway in the collision of the back wall of the starting jail cell. From inside the cell everything looks normal, you can't see the hole in the wall, but if you know where the hole is you can walk through it into a new room containing items from the mod. When you are in the new room you can look back into the jail cell. It's kind of freaky in a way, and I think I got the idea from watching too much Sci-fi. It could not have been done in nifskope. To do something like this properly you need to know how to use a 3d modeling program, and you need to know how to do static collision. Link to comment Share on other sites More sharing options...
ub3rman123 Posted July 28, 2010 Share Posted July 28, 2010 Not really that hard, it's just opening Blender, importing the model, then selecting the collision and hitting x. Then export it again. Link to comment Share on other sites More sharing options...
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