Tsewe Posted May 31, 2012 Share Posted May 31, 2012 Hi everyone,I've been playing with the CK for a few months, and i've encountered a very frustrating issue a couple of weeks ago; it seems there are some objects which have "collision".Let me explain; while ingame, the player can go nearly everywhere and mostly ON TOP of any house, roof, land, rock etc - which means there is no "collision" attached to them (in my words...). However, some objects CANNOT be climbed or walked upon. It is as if there was an invisible wall everywhere above (and below) the object.If i have made myself clear, is there no way to remove this "collision" from the object, so the player would be able to walk on it?For example, the entrance door in Whiterun has a "stone roof". This "roof" can be climbed and walked upon. However the stone arc which leads to the Wind District next to the Drunken Huntsman CANNOT be; the player hits an invisible wall if he tries to get to the top of that "object". Please, I really want to fix this!!! :D Thank you. Link to comment Share on other sites More sharing options...
David Brasher Posted June 1, 2012 Share Posted June 1, 2012 In the CK you can change the view in the render window so that you can view collision geometry. It is a rather shocking view. Many of the models have rather roughly-made collision boundaries so that actors might be able to walk through walls for example, or run into an invisible force shield before getting anywhere near particular walls. In some places, you will also encounter collision boxes which are objects placed in the world that are invisible but block the player from going places he or she is not supposed to go. So if you wanted to fix the issues you describe, the work would mostly be done in a program like Blender where you would make replacer meshes with better collision geometry. You would most likely upload the mod as an .espless mesh replacer. Link to comment Share on other sites More sharing options...
Tsewe Posted June 1, 2012 Author Share Posted June 1, 2012 thank you so much for your answerI have never edited any mesh ever. Do you think it is hard to learn how to do what you say? I mean, would it take lots of hours to learn it?and please, i'm sorry but idon't understand your last sentence:You would most likely upload the mod as an .espless mesh replacer. Link to comment Share on other sites More sharing options...
David Brasher Posted June 1, 2012 Share Posted June 1, 2012 Blender has an awful interface and is hard to learn, but many people do learn it and love to do modeling work. (Witness the number of weapon and armor mods that get uploaded.) If you build this mod and plan to upload it, you would probably build it in the form of an .espless mesh replacer. A mod like this would not have an .esp or an .esm. It would not have any new textures either. It would use the vanilla Skyrim textures in their original directories. This mod would just be a bunch of meshes with the same names as the vanilla Skyrim meshes, so that when the mod was installed, it would overwrite and replace the existing meshes that do not have good collision geometry. So a mod like this does not need to be activated in the mod manager, does not need to have its position in the load order adjusted, and can be very stable and low impact to the processor because there is no plug-in. Link to comment Share on other sites More sharing options...
Tsewe Posted June 1, 2012 Author Share Posted June 1, 2012 ok thanks for your advice, really. However i dont have that much time to spend into modding, considering the time i already invest into my mod. I will try to find a work around, sadly. Do you happen to know why Objects which have the "Has distant LODs" option ticked in their base cannot be seen from far away (when the player wanders in Tamriel)... and why objects which do not have this option ticked CAN be seen from far away? that's pretty weird. thanks again Link to comment Share on other sites More sharing options...
Tsewe Posted June 3, 2012 Author Share Posted June 3, 2012 VICTORY!!! THAT WAS UTTERLY SIMPLE ; i just had to turn on "View Collision Geometry" and thus I could see where the collision attached to the object was "ending". Hence if i put a scaffold or something to walk upon just above the collision limit, i can walk just above the object!! Thank you so much, i would have found a way to "fix" this problematic issue!!! Link to comment Share on other sites More sharing options...
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