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Toggling Collision with Geck


senterpat

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Does anyone know if there's a way to actually turn off an npcs collision? I used Con_tcl NPC, but even tho the geck accepts it, it doesn't actually do it. The Geck website says that the ref.placeatme command has 2 variables that change the spawn point, but that doesnt work either, and I found a blog that confirmed it.

 

Is there anyway the nif could be modified to turn off collision? I dont know anything about editing meshes yet... Anyways, I have the whole script worked out, it basically spawns a bunch of creatures that run off, but my problem is that while the timer is going, the creatures don't allow me to move, they all block my path, which is counter productive for what I need. So what I need to know is:

 

Is there a way for an NPC/Creatures collision to be disabled through the geck or console.

or

Is there a way to offset the spawnpoint of ref.placeatme

or

Is there a way to disable player collision with just living things, and not walls or floors.

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Yes you can edit the nif to turn off collision, However I think unless you turn off physics too (also doable with the nif), it will fall through the floor.

You can use place at me to swap objects between the uncollidable one and whatever collidable one you wanted, or enable/disable perm refs (better, unless it has to be dynamic)

Edited by Cyberlazy
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Yes you can edit the nif to turn off collision, However I think unless you turn off physics too (also doable with the nif), it will fall through the floor.

You can use place at me to swap objects between the uncollidable one and whatever collidable one you wanted, or enable/disable perm refs (better, unless it has to be dynamic)

 

I don't know if falling through the floor is a problem for me now, as I'm using ravens and they just fly up. But I'll try and see if I can figure out how to edit nif's now.

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Well they have something to make them fly up.

They may also have collisions but no physics else I don't think I could shoot them! *grins evily*

 

You can find some models like the mushrooms and plants you can 'walk through', those are static without collision.

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What I meant was that I don't think I'd have to swap out the no collision models, since they spawn right at the player they fly up immediately, I don't know if they'd have a chance to fall through the floor.

 

Also is collision and tcl basically the same thing? Because I don't think using tcl prevents stuff from being hit.. But now that I think about I think tcl is "toggle clipping" not collision.. So nevermind :P

 

Also I've been trying to find out what tools to use for editing nifs, but all I can come up with is answers about skyrim. So of you could point me to the tools and maybe a tutorial. Or even tell me the right terminology. What I've been searching for is "new Vegas editing nifs"

Edited by senterpat
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You use nifskope to edit nifs.. Mainly.

Well, you use nifskope to edit havok/collision settings and other minor pram tweaks.

 

I think TCL = toggle collision, but collison and physics are diffrent things.

Collision = You can activate it, and/or pass through it, and/or shoot it (depending on exact collision type?)

Physics = It will do something when something shoots it or causes it to move and bump into another object.

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