Natterforme Posted May 3, 2012 Share Posted May 3, 2012 I want to have a custom mesh used as a ground model for a piece of clothing that I am working on. I added the item to the CK and put the gnd mesh into the tab where it belongs in the Armor form for it to show up in the game and represent that piece of clothing folded up. The problem is that I do not know how to add the collision data to the gnd model in nifskope to get it to interact with the world. Whenever I drop the item from my inventory with this gnd model used, it just hangs in the air and I can not interact with it. I know that I could just use a vanilla gnd model but it would not look as good and would break the immersion and believability of that item. Any help with this would be greatly appreciated^^. -Natterforme Link to comment Share on other sites More sharing options...
Deleted2628341User Posted May 3, 2012 Share Posted May 3, 2012 I never had any luck with collision myself, however if I remember correctly, a custom collision would have to be added using blender. Nifskope doesn't have the ability to create new collision data, but as you said you can use a vanilla one. As far as I know, Blender and Skyrim meshes still don't get along very well (heck my fallout meshes didn't work very well either...) but that or some other 3D modeling program will be required to add custom collision to any mesh. Link to comment Share on other sites More sharing options...
Natterforme Posted May 5, 2012 Author Share Posted May 5, 2012 I know it can be done but I dont know how to do it. I could use a default vanilla gnd model but I want to only use that as a last resort. It would not look very good if the item used a vanilla mesh and would break immersion. -Natterforme Link to comment Share on other sites More sharing options...
chucksteel Posted May 5, 2012 Share Posted May 5, 2012 Try this, 1. Open a vanilla model with nifscope, 2. Open your model in another window in nifscope. 3. copy the block of your model and, paste it into the vanilla model, 4. delete the block of the vanilla model that you don't want and, save as a new file. This must be done with a vanilla model that has Havok physics and, a collision that is approximately the same size as your model. This method works for FO3 and, FNV models, it's a crude method, although it seems to work but, I don't know much about Skyrim .nif's. I have it but, just haven't ben able to get into it. http://forums.nexusmods.com/public/style_emoticons/dark/wallbash.gif I hope this helps chuck Link to comment Share on other sites More sharing options...
Natterforme Posted May 6, 2012 Author Share Posted May 6, 2012 This issue has been resolved via PM. This is not a bump. -Natterforme Link to comment Share on other sites More sharing options...
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