illuknisaa Posted November 16, 2010 Share Posted November 16, 2010 I'm making this small mod that makes it easier to get to overpasses but when I try walk on the overpasses I just fall off (they are not solid) and I was wondering how to fix that. Link to comment Share on other sites More sharing options...
Interfer0 Posted November 16, 2010 Share Posted November 16, 2010 You may need to load the overpass nif, and redo the collision. If they weren't accessible before, then they would have no need to make a collision mesh. Link to comment Share on other sites More sharing options...
mojodaro Posted October 10, 2011 Share Posted October 10, 2011 You may need to load the overpass nif, and redo the collision. If they weren't accessible before, then they would have no need to make a collision mesh. BUMP I'm doing a similar thing, and running into the same problem. Q: Did this suggestion work?If so, I guess I'd need to be pointed to a tutorial, or whatever, on making a collision mesh. Interestingly: 1) the cell I'm playing with has [OverpassRampLo01] which IS NOT set to Persistent Reference, IS NOT set to Imposter, and inherits NavMesh from parent. The parent IS set to Collision Geometry, and IS checked for On Local Map and Obstacle. 2) the cell also has [OverpassRampLo01Imposter] which is IS set to Persistent Reference, IS set to Imposter, and also inherits NavMesh from parent. The parent IS set to Collision Geometry, and IS NOT checked for On Local Map or Obstacle. Q: What is this imposter object used for? Link to comment Share on other sites More sharing options...
n0t0ryczny Posted October 10, 2011 Share Posted October 10, 2011 There is no need for mesh editing; the overpasses in FNV are the same used in Lonesome Road and Fallout 3. Only issue is setting proper flags in GECK. Link to comment Share on other sites More sharing options...
mojodaro Posted October 11, 2011 Share Posted October 11, 2011 There is no need for mesh editing; the overpasses in FNV are the same used in Lonesome Road and Fallout 3. Only issue is setting proper flags in GECK. Thanks. I was searching around some more last night and found that out as well... Unfortunately, I don't own Lonesome road or FO3 yet. I guess it's time to cough up some cash. I know I'll do it eventually anyway. I guess then I'll have to learn how to export the meshes from the FO3 BSA Link to comment Share on other sites More sharing options...
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