Deleted16784829User Posted February 27, 2018 Share Posted February 27, 2018 I am a Blender user, but I couldn't get any of the Nif plugins for Blender to work. So I downloaded 3d Studio Max, assuming there would be more support for it. I can import and export Nifs and get them loaded into Creation Kit. The issue is the collision. I checked the box for Collision but the exported Nif doesn't have the collision branch. The only thing I found was a reference to something called Havok Content Tools but apparently the download isn't up anymore because they got bought by another company and they dropped support. I found a copy anyways, but it doesn't appear to support 3d Studio Max 2016. I was just wondering if someone could hook me up with a combination of programs and plugins and a workflow that actually works! Thanks :) Link to comment Share on other sites More sharing options...
Di0nysys Posted February 28, 2018 Share Posted February 28, 2018 Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK. Link to comment Share on other sites More sharing options...
Deleted16784829User Posted March 1, 2018 Author Share Posted March 1, 2018 (edited) Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK. I downloaded both and tried them, i was getting errors. Not sure if i was using them right. I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw not sure if there is a way to do it from scratch Edited March 1, 2018 by Guest Link to comment Share on other sites More sharing options...
Di0nysys Posted March 1, 2018 Share Posted March 1, 2018 Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK. I downloaded both and tried them, i was getting errors. Not sure if i was using them right. I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw not sure if there is a way to do it from scratch The problem with exporting collision out of 3dsmax is it fudges a lot of values which cause ctd in the CK. Have u tried this collision in CK yet? Link to comment Share on other sites More sharing options...
Deleted16784829User Posted March 1, 2018 Author Share Posted March 1, 2018 Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK. I downloaded both and tried them, i was getting errors. Not sure if i was using them right. I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw not sure if there is a way to do it from scratch The problem with exporting collision out of 3dsmax is it fudges a lot of values which cause ctd in the CK. Have u tried this collision in CK yet? I tried it, no ctd in CK or in the game. i loaded the cell using the coc command. maybe the newer version of nif tools on 3ds max 2016 doesnt have that bug? Link to comment Share on other sites More sharing options...
Di0nysys Posted March 1, 2018 Share Posted March 1, 2018 Get Chunkmerge/NifUtilSuite, it's largely the defacto collision tool for modders. There's tutorials out there on how to set it up. You can also make collision in Nifskope, but it requires a bit of hacking around with nodes to get it working right in CK. I downloaded both and tried them, i was getting errors. Not sure if i was using them right. I did find a way to do it though. I imported a static nif into 3ds max, deleted both the compressed and normal mesh, imported my mesh, duplicated it, removed material from duplicate then updated the collision object (which in 3ds max is a helper with bhkcolli type). If you select the collision object then click the "modify" tab next to "create", the collision object has the "bhkcollisionobject" modifier. the box below that, you can select the compressed mesh as the collision object. when you export, make sure collision is checked. i am using 3ds max 2016 btw not sure if there is a way to do it from scratch The problem with exporting collision out of 3dsmax is it fudges a lot of values which cause ctd in the CK. Have u tried this collision in CK yet? I tried it, no ctd in CK or in the game. i loaded the cell using the coc command. maybe the newer version of nif tools on 3ds max 2016 doesnt have that bug? Cool, maybe it got fixed in the later versions. By chance, are you using the Apenov or Figment plugin? Link to comment Share on other sites More sharing options...
Deleted16784829User Posted March 2, 2018 Author Share Posted March 2, 2018 I was using this: https://www.nexusmods.com/skyrim/mods/5622Just found this one and tried it, it seems to work as well and supports newer version of 3ds max. https://www.nexusmods.com/skyrimspecialedition/mods/10015 They both seem to work. I don't see a way to add the bhkcollisionobject modifier to a helper object from scratch but im not familiar with 3ds max so maybe it can be done. Link to comment Share on other sites More sharing options...
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