QuentinVance Posted May 3, 2016 Share Posted May 3, 2016 I am working on a Point Lookout mod right now, which adds a few new locations to the map. One of these is a Vault, complete with dorms, generators and a diner. I am using the non-rusty models to build it. However, while testing the map, I have noticed that a part of the map, the middle of the diner, isn't solid. I found out it is not something I set, but a single block that seems to have no collisions: it is the VDnWallWindow01 block. Simply put, when I walk in that area, I fall through it. I have also tried it in the G.E.C.K. directly, and every item still falls through there too. So I was wondering: is there an actual way to fix this? I would love to have some windows in that diner, and that seems to be the only block to give this problem... Link to comment Share on other sites More sharing options...
Deleted1205226User Posted May 4, 2016 Share Posted May 4, 2016 Hello,The clean version was indeed missing a collision.In NifSkope, I copied the collision of the rust version and pasted it into the clean one.Have it here:http://www.mediafire.com/download/3r29ffx74ywvgnv/vdnwallwindow01.nif Let me know if there's any problem. Link to comment Share on other sites More sharing options...
QuentinVance Posted May 4, 2016 Author Share Posted May 4, 2016 Thanks a lot, you're saving my Vault! Just a thing, since I'm pretty much a novice to modding... how do I use this file? Should people download it in case I actually release my mod? Link to comment Share on other sites More sharing options...
Deleted1205226User Posted May 4, 2016 Share Posted May 4, 2016 (edited) You're welcome! :smile: Here's my suggestion:- In FO3/Data create the following folder structure: Meshes/YourModderName/YourModName- Place the resource provided in the last folder.- Rename the resource in an convenient and logical name. Avoid space and punctuation. - In GECK, select the STATIC category, select any of the file in that category.- Right click, select "New"- In the pop-up window, give your object a new, unique ID, something unique to you and your mod, to make it easy to find. Don't use number to start this ID, avoid space and punctuation.- Click "Edit". Pops a window, click "Edit" again, browse to the NIF file you want to use and click "Open." then "OK".- Find your new file and use it as you do usually.Save you Esp when satisfied. When sharing your mod, you'll have to include the resource in the upload.So, inside the archive you'll create, the following structure should be found:A Data folder containing your esp and the sub folder structure created earlier (Meshes/YourModderName/YourModName with the resource inside). Give a little credit in your description and you're good! If you encounter problems, you're welcome to contact me via Private Message. Happy Modding! Source for the explanation:http://wiki.tesnexus.com/index.php/How_to_use_custom_resources Edited May 4, 2016 by Guest Link to comment Share on other sites More sharing options...
QuentinVance Posted May 4, 2016 Author Share Posted May 4, 2016 Thanks a lot, you're very helpful! I will try this as soon as possible. Of course you will be credited in the mod's description. Also, if you want, I can add your name somewhere in the mod as a way to thank you :smile: Oh, just let me know if you want to try the mod (you'd be the first one aside from me), it's the least I can do to repay your kindness and the help you provided. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted May 4, 2016 Share Posted May 4, 2016 My pleasure!A simple credit for the help is more than enough. :)I'd be pleased to test your mod if you wish. Link to comment Share on other sites More sharing options...
QuentinVance Posted May 4, 2016 Author Share Posted May 4, 2016 .ESP file sent, it still hasn't the fixed walls in the diner though.Just to show you how it's going. I'll post some news around the forum later, I guess. Link to comment Share on other sites More sharing options...
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