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Overpass problem


illuknisaa

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  • 10 months later...

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?

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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

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