Drazhar753 Posted February 1, 2016 Share Posted February 1, 2016 (edited) Hey guys I've been trying to figure this one out for the last hour, someone said you could use the dunMiddenEmptyRace to make a collisionless Actor but that hasn't worked. I at the very least would like an actor that when under the control of the player, cannot push other actors about. I would also like not to be able to push objects around either but I'd settle for just no actor pushing at the very least. Does anyone know if this can be done in the CK? Is there a way, perhaps, to remove a collision box from a skeleton using nifscope? I don't know too much about nifscope, made minor edits to objects but never a skeleton. I know you can toggle collision but that also allows you to pass through walls and things, so not really what I'm after. In fact I am lost on why dunMiddenEmptyRace isn't working, when it doesn't even have a skeleton. What grants an actor a collision box and how can I kill it with fire? Edit: I tried this from a different approach, but need assistance from this angle to. As in, how can I check whether or not an actor is within a certain distance of ANY other actor at any given time? I thought maybe a cloak spell, or a AI Package, but I am not sure the AI packages fire while the npc is under player control. Edited February 1, 2016 by Drazhar753 Link to comment Share on other sites More sharing options...
Hallgarth Posted February 2, 2016 Share Posted February 2, 2016 (edited) I believe the collisions on actors are in the actual skeleton. You'd probably have to give them a custom skeleton with it removed. Okay, didn't read through it fully. 'CharacterBumper' in nifskope is the collision or at least it hold collision data. Don't know what will happen if you delete it. The character might sink through the floor for all I know. Edited February 2, 2016 by Hallgarth Link to comment Share on other sites More sharing options...
Drazhar753 Posted February 18, 2016 Author Share Posted February 18, 2016 Hi Hallgarth Sorry for the late reply, sadly this wasn't the case. As I tried using an actor without a skeleton, instead simply using Effects\FXEmptyObject.nif in place of it, and yet still the actor when spawned in-game would have collision. Link to comment Share on other sites More sharing options...
Mookeylama Posted October 28, 2020 Share Posted October 28, 2020 so anyone know how to remove collision from an actor? Link to comment Share on other sites More sharing options...
rkkn Posted October 29, 2020 Share Posted October 29, 2020 I know that the collision box is determined by the BSBound BBX node in the skeleton nifI've successfully made it much smaller, letting the actor fit through small spaces, I've but never tried to do away with it entirely Link to comment Share on other sites More sharing options...
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