xBloodTigerx Posted January 20, 2017 Share Posted January 20, 2017 (edited) I cant seem to find a decent video or tutorial on how to make a custom collision map for fallout 4. By "decent" i mean by being able to learn how the collisions work nifskope for example:there is a wall with a hole, i want the hole to be solid except the hole.if i were to shoot at the wall the bullet would be blocked, fired upon the hole not if anyone happens to know, please tell me thanks. Edited January 20, 2017 by xBloodTigerx Link to comment Share on other sites More sharing options...
Ethreon Posted January 20, 2017 Share Posted January 20, 2017 You don't. Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 20, 2017 Author Share Posted January 20, 2017 You don't.? Link to comment Share on other sites More sharing options...
Ethreon Posted January 20, 2017 Share Posted January 20, 2017 You do not make decent collisions in nifksope for this game. Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 20, 2017 Author Share Posted January 20, 2017 i made an example up top, is that possuble? Link to comment Share on other sites More sharing options...
Ethreon Posted January 20, 2017 Share Posted January 20, 2017 Unless you're going to make it up out of collisions from other objects, you cannot do that in nifskope. Link to comment Share on other sites More sharing options...
aesfocus Posted January 20, 2017 Share Posted January 20, 2017 even with jury rigging collisions in nifskope, unless you have a window or hole the size you want in some other mesh you won't be able to do it. if you want info on how to export and import collisions from one mesh to another you can find an amazing tutorial in the tutorial sticky in the mod talk section. You would need 2013 3ds max to make new collisions. It isn't like mesh editing where you can move a vert manually in nifskope, you'll be working blind with collision and you can not alter it like you can a mesh for fo4. There might be a way to manually change the values in the export/import function but you'll be working in the dark. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted January 20, 2017 Share Posted January 20, 2017 The absolute horrible way to do the example above (and I admit that I've done this just to get it out of the way quickly, yet temporarily), would be wipe (in Nifskope) the collision from the wall, replace with collision planes, cubes, etc with appropriate collision layers, in the Creation Kit. Another better way, like Ethreon stated, would be to wipe the collision of the example object and copy collision data from other objects (using Nifskope) and place them appropriately into your example object. There is a simple tutorial by JuJuguppy about copying collision somewhere in the Mod Talk forums. Link to comment Share on other sites More sharing options...
xBloodTigerx Posted January 20, 2017 Author Share Posted January 20, 2017 alright, thanks for the replies. dang it bethesda y u make stuff hard Link to comment Share on other sites More sharing options...
IRUseDrug Posted January 22, 2017 Share Posted January 22, 2017 (edited) maybe someone should export a ton of basic collison shapes at different dimensions and scales. including ones with holes. put them all in simple nifs with nothing much going on. then work without the mysterious 3ds max 2013 by using this pack of nifs users can just download , do copy and paste from the variety of "templates". Edited January 22, 2017 by IRUseDrug Link to comment Share on other sites More sharing options...
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