xlolox Posted June 15, 2018 Author Share Posted June 15, 2018 Did you actually install the BGS tools ?Yes of course. But I found out that there must be a niftools version (3.8.0 I believe) that works with 2013 for F4so meshes can be imported. I'm looking for it. I also found out how to set bgsm's with BSLightningFX. I have Havok tools and Bethesda utilities showing and so far, the process seems to clone every mesh, simplify it and do a complicated assignation with each of them or something like that. I can't believe they made it that complicated. With NifTools bhk object, you could assign all the meshes and properties in a couple of clicks and it worked flawlessly. Link to comment Share on other sites More sharing options...
Ethreon Posted June 15, 2018 Share Posted June 15, 2018 No idea what niftools is doing, but this is how you make collision for most games. Link to comment Share on other sites More sharing options...
xlolox Posted June 15, 2018 Author Share Posted June 15, 2018 No idea what niftools is doing, but this is how you make collision for most games.No idea? Well it works for Skyrim and SSE. In one of the create object menus, you have a BhkCollisionObject. You drop it in your scene, then you can select and edit it. Edition gives you a drop down list where you can drag and drop all the meshes you want to include in the collision. Then you can select the added meshes individually and assign them a surface and that's it. Takes less than 1 minute to create a collision for a scene with 20-30 meshes and you just have to tick export collision when you save the meshes. no need of cloning, editing individual meshes at all, automatic easy process. No need to save in a special folder. No need to assign special properties that would mess the whole thing if you forget one of them. The usual Bethesda bullshit removed for simple, easy to use tool. When you're used to it, the F4 method is like going back to the stone age. Really. It looks to me just like creating wordspaces when Skyrim CK was just out: a time consuming nightmare. Link to comment Share on other sites More sharing options...
Ethreon Posted June 16, 2018 Share Posted June 16, 2018 (edited) Does niftools create navcuts, helpers, triggers etc automatically? Does it turn all collisions into convex/mesh or does it actually let you set them as required by each object? To me this process doesn't look very good, as it doesn't give me any decision freedom in regards to what my collisions do, but if it works for you then there's no point in fiddling with anything else. Edited June 16, 2018 by Ethreon Link to comment Share on other sites More sharing options...
xlolox Posted June 16, 2018 Author Share Posted June 16, 2018 (edited) Does niftools create navcuts, helpers, triggers etc automatically? Does it turn all collisions into convex/mesh or does it actually let you set them as required by each object? To me this process doesn't look very good, as it doesn't give me any decision freedom in regards to what my collisions do, but if it works for you then there's no point in fiddling with anything else.Lol, seems you don't like what you don't know. It doesn't work for F4 because it doesn't recognize the new F4 collision format. May I remind you that's the whole point of this thread? Otherwise, as a picture tells more than a long speech, here is the BhkCollisionObject edit panel. As you can see, there are LOTS of options but none are mandatory. The standard settings work perfectly. And for the record, yes the collision meshes are automatically converted into convex meshes. Edited June 16, 2018 by xlolox Link to comment Share on other sites More sharing options...
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