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creatures don't respect collision boundaries


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âI am trying to make a simple dungeon filled with leveled daedra and a number of golden saints and dremora that I placed directly (and changed so they would respawn).

 

âThe golden saints sink halfway through the floor no matter how high or low I drop them. I thought the game would fix this (it did for npcs), but they are still trapped in the floor, making them sitting ducks. They have all the attack motions. The dremora and leveled daedra fall to the floor normally.

 

After a few tests and ineffectual attempts to repair this (newbie, just dropped, cut and dropped again), I found that now all the monsters can walk through walls!

 

So, how to I get my golden saints to stand on the floor and all the creatures to obey collision?

 

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​oops. I turned off the collision when the golden saints fell beneath the floor. So that mystery is solved. I still can't seem to get all my statics to drop to the floor, but that's easily fixed with positioning. I wish it were that easy for creatures.

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Creatures and NPCs should fall automatically at runtime, so usually it's better to place them (or the related leveled list spawn point) a little higher than floor level (e.g. about 64 units over floor level) to avoid them being stuck in interior floor mesh. More or less what happens with door teleportation markers, you'd better place them so player is not teleported stuck in the floor. Exterior cells terrain level is usually not a problem as creatures/NPCs are warped up to terrain level if below terrain level (but still you have to pay attention to e.g. colliding rocks). Edited by abot
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​abot, thanks for answering. I have been placing my golden saints above the floor level. I even tried dropping them from the ceiling, lol. They still sink thru the floor. None of the others do. It's an enigma. (but the easy kill isn't too hard to take.) Other than that, this little dungeon mod is working out well. I've got a lore-friendly cover story for it and everything. I wish I could get it perfect. Oh, another little problem has popped up: all the interior doors (non-teleporting) stay open each time I enter the dungeon, even if I've left them closed the last time I went in. I saved the mod with them closed, I am sure. The first run-through, they are closed, but all subsequent visits have them wide open. (I begin to sound like my mother as I grumble to myself, "close the door! were you raised in a barn?")

 

​P.S.: I should add here that the "dungeon" is actually six stone-floored rooms connected by hallways. I tried to make a daedric shrine, but I got too dizzy looking at the meshes/textures.

Edited by rhys33an
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