Deathawaits4 Posted July 2, 2018 Share Posted July 2, 2018 I have no idea how bethesda can break stuff on a technical level like they do all the time. There are propably some of you aware of the bug mentioned above, hitboxes dont scale correctly. It doesnt matter what you try, scaling the skeleton itself, scaling in the race menu, it does not matter. The strange thing is, melee hitbox works. Just the arrows pass through the upscaled actor and miss. And here is the part i dont understand, why do melee attacks connect while range attacks dont? Also WHY in the world does the skeleton hitbox not scale up when you rescale it and save it as a new custom one? I just cant understand the technical part of it. Either the skeleton gets exported wrong from the 3d programm or whatever. Because if there is a bug with the size in general, how come vanilla skeletons for giants work? So this cant be it. If anyone knows how something like this is even possible, then please tell me. Its astounding how you can create such a bug by accident especially since the normal version of skyrim doesn't have this bug. I really like the beth games, but I hate not being able to create a bug free mod because the game is so bug ridden on a technical level, its not even funny. The whole engine is like a patchwork that just "works good enough". I am a perfectionist and I wont upload a mod where people cant shoot a monster because of a hitbox glitch that is unfixable. If anyone out there has even the slightest clue what could be a potential fix for this, then please aid me. Because if not I sadly have to move on from skyrim. Also my favorite mods add a lot of large creatures that use resized skeletons so I cant even play with them on newrim and oldrim is just way to unstable for that. This is making me sad because I lovehate beth so much. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted July 2, 2018 Share Posted July 2, 2018 Yeah, it's one of the more annoying "features" of SSE is the fact that hitboxes don't scale properly. A workaround is to scale the race, but even that doesn't always work. In leu of a better solution I found "nut shots" to be most effective when using a bow against these actors with hitbox scaling issues. Link to comment Share on other sites More sharing options...
Deathawaits4 Posted July 3, 2018 Author Share Posted July 3, 2018 (edited) Yeah, it's one of the more annoying "features" of SSE is the fact that hitboxes don't scale properly. A workaround is to scale the race, but even that doesn't always work. In leu of a better solution I found "nut shots" to be most effective when using a bow against these actors with hitbox scaling issues. I have done the unthinkable. I fiddled around 20 hours now trying all kinds of stuff. It seems hitboxes are broken from the getgo but somehow the skyrim engine recognizes them from vanilla skeletons. I removed the old hitboxes in nifskope and added completely new capsules and voilla it WORKS. Omg my eyes are bleeding, my head is hurting and I realy need to sleep now. Note: I can tell you later how I did it, but right now it is in really early testing phases and a really dirty fix. Right now im looking into how to modify the skeleton to actually be able to make use of the scaling feature of sseedit and the creation kit. okay, after trying it out some more, i think if found the most clean solution available that actually works a 100%. First, you load your skeleton into nifskope and scale it up to what you want it to be. It will scale up everything inside the parent node. But for some reason skyrim SE can not recognize the scale of the hitbox. You then go to your hitbox and you scale it back down to 1x. This will resize your hitbox to what it first was and keeps your skeleton the resized version (this will save you from scaling every single node to the size you want it). Now you have to manually adjust your hitbox to the size you want it. DO NOT scale it, resize it! To do that you have to find the bhkspcollisionobject and a child node of that is bhkcapsuleshape. alternatively you can just turn on the collision view and right click on the capsule, this will get you to the right place. Also you will propably find yourself having floating monsters and all sorts of broken stuff at first. You need to fine tune a lot of stuff. Important is that your hitbox is at coordinate z 0, you can set this in the parent node of your hitbox. Do not set 0 in your hitbox, this will remove it entirely. Edited July 3, 2018 by Deathawaits4 Link to comment Share on other sites More sharing options...
TheWilloughbian Posted July 3, 2018 Share Posted July 3, 2018 Yeah, man. If you come up with a fix I'd be very interested, even if it is a little dirty. The are a lot of cool mods that would definitely benefit from the creatures having proper sized hitboxes. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted July 3, 2018 Share Posted July 3, 2018 Having some trouble figuring out which nodes exactly you are working with. First, you load your skeleton into nifskope and scale it up to what you want it to be. (BSFadeNode?) It will scale up everything inside the parent node. But for some reason skyrim SE can not recognize the scale of the hitbox. You then go to your hitbox and you scale it back down to 1x. (set the scale to 0.5 on the NiNode?) This will resize your hitbox to what it first was and keeps your skeleton the resized version (this will save you from scaling every single node to the size you want it). Now you have to manually adjust your hitbox to the size you want it. DO NOT scale it, resize it! To do that you have to find the bhkspcollisionobject and a child node of that is bhkcapsuleshape. alternatively you can just turn on the collision view and right click on the capsule, this will get you to the right place.(Change the Radius in the Block List?) Link to comment Share on other sites More sharing options...
Deathawaits4 Posted July 3, 2018 Author Share Posted July 3, 2018 (edited) Having some trouble figuring out which nodes exactly you are working with. First, you load your skeleton into nifskope and scale it up to what you want it to be. (BSFadeNode?) It will scale up everything inside the parent node. But for some reason skyrim SE can not recognize the scale of the hitbox. You then go to your hitbox and you scale it back down to 1x. (set the scale to 0.5 on the NiNode?) This will resize your hitbox to what it first was and keeps your skeleton the resized version (this will save you from scaling every single node to the size you want it). Now you have to manually adjust your hitbox to the size you want it. DO NOT scale it, resize it! To do that you have to find the bhkspcollisionobject and a child node of that is bhkcapsuleshape. alternatively you can just turn on the collision view and right click on the capsule, this will get you to the right place.(Change the Radius in the Block List?) 1. Not The BSFadeNode, but the node 1 below the BSFadeNode. you open that one up and search for a node "NPC ROOT", you open that one up again and search for another one with the name "NPC COM" and scale it up to the value you want it to be. 2. Infact, this method will not scale up the hitbox with the skeleton. I am really bad at explaining. Inside the node "NPC ROOT", there should be another node Called "Capsule01", or whatever other number, depending on how many hitboxes you have. You open that node and inside of it should be a node called "bhkSPCollisionObject", click on that node and look for a value scale. This value needs to be "1", scaling this value does not work in skyrim SE because the game wont recognize it. You will see your hitbox is way to small for your skeleton and you will have to fix this manually. 3." bhkSPCollisionobject" has another child, called "bhkSimpleShapePhantom". And this node has another Child called "bhkCapsuleShape". If you click on this node, you will see Coordinate values, scale values or whatever. They define the size of your shape. The value "Radius", defines like the name implies your radius of the hitbox or in other words, how fat your creature is. "Radius 1 and 2" will do nothing, atleast nothing noteworthy that came to my eyes. Then you will have a value "First point" and a value "Second point". I only edit the z value of the "first point" if i only have 1 hitbox. The x and y value will only rotate your hitbox and i can not think of any situation where that is usefull. You edit your value until the whole creature fits inside the hitbox and if you need to adjust positions of the hitbox you have to do it in the node with the name "CapsuleXX", where XX just stands for any number. There you can adjust "translation". The x and y values will put your hitbox sideways and back/forwards, z value up and down. The important thing is, your hitbox has to be on the same height as your feet, or your creature will be stuck in the ground or flying through the air. This right now, will only work for humanoids tho. If you use the same method on a long creature it would have a huge hitbox, since the hitbox radius can either be increased or decreased. So you will have to rotate the hitbox which will cause issues if you dont tell skyrim where your creature is supposed to walk. You will propably have to add more than one hitbox, 1 for the main body and a few more for the feet. This will also make arrows pass through the gap between the legs. i hope this made more sence. I suck at explaining, im sorry. I will test out a lot of things, like increasing the size of a bear and matching his hitbox very accurately. This also decreases pathing issues with larger creatures. and even after all of this there is a chance your oversized character has his feet burrowed in the ground. I have no explanation for this and no easy fix. you need to fintune this. I do that by changing the z value in the node right below "BSFadeNode". Edited July 3, 2018 by Deathawaits4 Link to comment Share on other sites More sharing options...
TheWilloughbian Posted July 3, 2018 Share Posted July 3, 2018 Thanks. I think I have the Idea. I'm gonna test it out real quick. I'm still not sure what the red wire frame box is, though. If this works, you may have solved an issue plaguing many an otherwise cool mod! The effort is definitely worth a kudos. Link to comment Share on other sites More sharing options...
Deathawaits4 Posted July 3, 2018 Author Share Posted July 3, 2018 (edited) Thanks. I think I have the Idea. I'm gonna test it out real quick. I'm still not sure what the red wire frame box is, though. If this works, you may have solved an issue plaguing many an otherwise cool mod! The effort is definitely worth a kudos. I tested it multiple times with many different creatures, it works perfectly fine :smile: If you somehow cant get it to work, i can send you a skeleton that is already resized and working(for a troll that is about 4 times its size). You can look up what i changed to get it to work. This red box is just the bounding box. The bounding box could have a purpose in the pathfinding, maybe it just gives out the attack range, hard to find out. I tested it, made it huge and it didnt change a thing. The only difference i noticed, is changing the Hitbox. Edited July 3, 2018 by Deathawaits4 Link to comment Share on other sites More sharing options...
TheWilloughbian Posted July 3, 2018 Share Posted July 3, 2018 Yeah, i'm getting the actor to scale but not the hitbox. I'd love to check out your mesh. So yes please. I'll be AFK for a while. Back later. Link to comment Share on other sites More sharing options...
Deathawaits4 Posted July 4, 2018 Author Share Posted July 4, 2018 I sent you a PM Link to comment Share on other sites More sharing options...
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