FlamingMeat Posted December 6, 2015 Share Posted December 6, 2015 I can't seem to change the bounds of any NPC and have it apply in-game. For example, I made an .esp with liberty prime, changed the bounds to -22, -14, 0, 22, 14, 128 (exactly the same as every human) from whatever it was before, and when I spawned it in-game it still had the original hitbox. I then changed the scale (height and the value under weight) with FO4Edit to 0.17... from 1.0... which makes him very close to human size. Still nothing. Same effect with deathclaws. Any ideas what I'm doing wrong? I should be able to edit and apply this without GECK right? Link to comment Share on other sites More sharing options...
shadowslasher410 Posted December 6, 2015 Share Posted December 6, 2015 If your trying to change how tall/wide he is, Object bounds aren't the answer. As far as I know, they control collision or something like that. As to how to change that... I'm going to guess it would either be an actor value, a game setting, or possibly a global. Try looking in one of those categories in FO4Edit. Link to comment Share on other sites More sharing options...
FlamingMeat Posted December 7, 2015 Author Share Posted December 7, 2015 changed the bounds to -22, -14, 0, 22, 14, 128 (exactly the same as every human) from whatever it was beforeSorry man, I changed the right value. "Object Bounds". I changed it to the exact same value as every NPC human in the game, yet it still retained its normal hitbox. Thats how you would change it normally in Skyrim, but it doesn't work here. Myself and I assume half of everyone who downloaded the "Creature Follower" mod would like to know how to scale down their deathclaw into a workable frame and I have no idea what I am doing wrong as everything I have looked up points that I am doing it right. Link to comment Share on other sites More sharing options...
FlamingMeat Posted December 7, 2015 Author Share Posted December 7, 2015 I'm dying here. Need help. I'm sure someone knows whats up. Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted December 7, 2015 Share Posted December 7, 2015 May be that it's just a legacy setting now and the actual BB is set in the skeleton. They've made substantial changes to NPC bathing, after all. Link to comment Share on other sites More sharing options...
FlamingMeat Posted December 8, 2015 Author Share Posted December 8, 2015 That is horrid. That means that there is no solution until GECK. UUUUUUUUUUUUUUUUUHHHHHHHHHHHHHGGGGGGGGGGGGG Link to comment Share on other sites More sharing options...
KimberJ Posted December 8, 2015 Share Posted December 8, 2015 It's cause the hitbox is built into the skeleton. Way over your heads, so don't bother. Body part data you could swing though. Why edit the hitbox anyway, which it's not a hitbox, it's just the collision. Then looking at piles of corpses it's data in the .esm/.esp but I would think cause actors are animated an not just ragdoll, that like always it's in the skeleton. BOOOOO SKELETONS go learn 3d art editing, it's great, takes a few years, but worth it. Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted December 8, 2015 Share Posted December 8, 2015 It's cause the hitbox is built into the skeleton. Way over your heads, so don't bother. Body part data you could swing though. Why edit the hitbox anyway, which it's not a hitbox, it's just the collision. Then looking at piles of corpses it's data in the .esm/.esp but I would think cause actors are animated an not just ragdoll, that like always it's in the skeleton. BOOOOO SKELETONS go learn 3d art editing, it's great, takes a few years, but worth it.C'mon when Nifskope can support the new skeleton files editing the bounding box will probably be as easy as finding the BoundsBox and changing the width & height. It's been by far the simplest part of the file in their other games. Link to comment Share on other sites More sharing options...
KimberJ Posted December 8, 2015 Share Posted December 8, 2015 I just figured if the OP was worried about Bounds in the first place, maybe they didn't know what they were doing. Skeletal work is surgical, what I meant was that a person needs experience with that, animation, or rigging meshes - the 3D art side of things, an not many people do that stuff. I'm guessing it would be like working with havok meshes, an there isn't access for that for Blender or 3d Studio max. Meaning the edit in Nifscope 2.0 (alpha release) would be changing it to a primitive box shape or tedious edits beside scale maybe. Then if you ever looked at the old FO3/FNV skeleton (I just did data for Skyrim) the collision was a sight to behold, some kind of epic monstrosity LOL. If Skyrim changed that Autodesk design I guess it could of made it simple, but I kind of doubt it. Cause the rig behaved very similar to FO3/FNV, but that's the thing, FO4 doesn't do that. Also I had problems viewing an rendering nodes an havok stuff with nifscope, though maybe I can try to take a picture of the skeleton if there is just one (hopefully) which is beside the point, because we don't really understand why it's necessary or desired to change it? Could be another method... Interesting conversation though, for sure. Link to comment Share on other sites More sharing options...
TheTalkieToaster Posted December 8, 2015 Share Posted December 8, 2015 No, they do seem to know what they want- it's just the bounding box used for pathing they want to change- *not* the collision mesh. These are different, and the path bounds box is just a box. Not even an actual primitive, in the previous games it was just an entry with a centre and H/W/D. Skeletal work is surgical, what I meant was that a person needs experience with that, animation, or rigging meshes - the 3D art side of things, an not many people do that stuff.Also, a barber with enough patience can get a lot done: http://www.nexusmods.com/newvegas/mods/41604/? Link to comment Share on other sites More sharing options...
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