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Collision bhk on Fallout 4 meshes?


xlolox

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I use 3dsMax 2015 with the Nif plugin. So far I'm used with creating bhkcollisionobjects and exporting them to SSE without any problem. However lately, I worked on a mesh for Fallout 4 and I found out that the export collision is greyed when exporting for fallout 4 and indeed, the bhkcollisionobject doesn't appear in the saved mesh.

 

So the question is: does anyone knows a workaround for this problem? Some edited geometry with collisions has been released for this game, I think about some workshop collections, so there's probably a way to do it.

 

Please enlighten me. Thanks.

 

 

73053883_capture.jpg

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Because there is no unofficial collision exporter for Fallout 4. You need 2014 or 2013 and the official bethesda plugin. Or wait until nifskope devs decide to put up something functional in regards to F4 collision.

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Because there is no unofficial collision exporter for Fallout 4. You need 2014 or 2013 and the official bethesda plugin. Or wait until nifskope devs decide to put up something functional in regards to F4 collision.

Thank you, I will work on it.

 

Waiting for Bethesda to do something is not an option, lol.

 

Found another post about the suject matter here. Looks like one has to switch between the official plugin and the NifTools with always a Nifskope finish. The hardest part was to find a 2013 3ds Max version.

Edited by xlolox
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Nah. If you got the correct official tools nifskope is only useful for checkup. Your collision should be entirely functional out of the max or you did something wrong.

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Nah. If you got the correct official tools nifskope is only useful for checkup. Your collision should be entirely functional out of the max or you did something wrong.

For the bhk maybe but so far that plugin doesn't have an import function. And the niftools 4 start with 2015 and is the only niftools version to handle properly F4 nif format. 2013 doesn't allow 2015 projects load so a workaround has to be used like importing in 2015, saving in another format recognized by 2013, loading in 2013, exporting with 2013 and copying the shaders from original nif with Nifskope.

 

Handling of the shaders with the official plugin is utterly complicated and anyway as there's no import function so they are only useful for meshes created from scratch in 2013.

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You can make the shaders yourself and generally they're easy to set. Use nifskope to see what flags you need. Collision is the only item you need to make from scratch and if you only make architecture that's piece of cake to achieve.

Edited by Ethreon
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You can make the shaders yourself and generally they're easy to set. Use nifskope to see what flags you need. Collision is the only item you need to make from scratch and if you only make architecture that's piece of cake to achieve.

And how to do that? I created my bhkcollisionobjects with niftools in 2015, there's nothing of it in 2013 so I'm back to stage 1, I can export collisions but there's no way to create them instead some wizardry I don't know about. And about the bsshaders, no matter what I do, they're gone after export so I don't see another way other than copying them from the original nif with Nifkope (this, at least works properly on game).

All this is the art of making a simple thing over complicated.

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