mfree80286 Posted June 22, 2017 Share Posted June 22, 2017 EDIT: Not talking about extending the collision, I aim to remove a couple nodes from the collision mesh on the vanilla part. This is an interesting one, if you're the kind that likes to help resolve unusual issues. I have a mod where in one interior cell, there is a vault stairwell leading down right on the edge of a seawall. Nobody can walk down the stairs; the component ParkPierStr01 (and all SCOLs made from that, such as the wharf wall parts) have an extended collision mesh leading off from the top of the mesh, horizontally, on the other side from the sloped section. Presumably this is there to avoid anyone falling through boardwalk-like parts with imperfect collision geometry. Unfortunately, the vault stairs are not movable at this point, and that extended collision penetrates them and makes a 'fake floor' that cannot be passed from the top. Is it possible to edit down or remove collision meshes from a vanilla static object, with tools that don't cost an arm and a leg? I'm somewhat familiar with NifSkope; I have an older release of Blender but can't seem to wrap my head around the UI... Link to comment Share on other sites More sharing options...
mfree80286 Posted June 22, 2017 Author Share Posted June 22, 2017 I resolved the issue by taking the vanilla mesh in NIFSkope and 'knocking it's block off'. In other words, I just removed the collision block and node. In the mod, I used this mesh to create a mod-version part, made a new SCOL for WharfWall, and swapped the offending parts. Then I placed 2 collision planes on each to avoid fallthrough, because... no collision anymore. Play-testing pending, though I don't foresee any problems.I'll pipe back up if there are. Link to comment Share on other sites More sharing options...
Recommended Posts