NexusComa Posted January 28, 2020 Share Posted January 28, 2020 (edited) When you highlight it use a right mouse click to bring up edit options. Or when it's highlighted use the menu edit option. I never said this before but since you're to this point now ... I was going to suggest trying: deleting the collision box with block /remove branch.Then follow what I said in my 1st comment, Edited January 28, 2020 by NexusComa Link to comment Share on other sites More sharing options...
Deleted62667266User Posted January 28, 2020 Author Share Posted January 28, 2020 It will not let me edit the shape or size. It will let me delete it though. I loaded up another nifskope window, then found a similar floor section that had floor collision only. I copied the collision branch from it and pasted it into the first window. I ended up with this... The new collision is floating well above the floor in the same elevation as the nif I robbed it from...with no apparent way of lowering it to the floor. Stupid question time. What if I removed the collision box from the 1st nif, then saved it, repacked etc. In the CK could I just overlay that nif with the nif that just has floor collision. So both sections would occupy the same space, but will only have floor collision. Truthfully, this seems like a half assed workaround, so I am open to further suggestions! Thanks NexusComa. Link to comment Share on other sites More sharing options...
NexusComa Posted January 28, 2020 Share Posted January 28, 2020 (edited) You can kind of edit the shape by sizing with the options and the location with translation. You would need the Blender or a program like it to really change it. That however is a whole new can of worms.There is a few things you can do but in the end you will end up with a very hacked up object. If it works, fine. You could also just remove the collision all together. Then drop down a different floor tile just under the floor to cover the collision. (0.001 - 0.002 difference) ^(this is what I was thinking in the 1st place) Edited January 28, 2020 by NexusComa Link to comment Share on other sites More sharing options...
Deleted62667266User Posted January 28, 2020 Author Share Posted January 28, 2020 It worked!I deleted the collision in nifskope, duplicated the folder structure of the original file meshes>dlc01>architecture>dawnguard and dropped my altered nif into the new dawnguard folder I just made. I placed the new meshes folder into my skyrim data folder as loose files for now. I loaded the CK and placed the floor nif that just had floor collision on top of the first nif. Saved and loaded the game... Woooo! I can now wander freely...and see how empty it still looks. I have a long way to go, but this is one hurdle passed. Thanks for the help Nex. I appreciate your time. Link to comment Share on other sites More sharing options...
NexusComa Posted January 29, 2020 Share Posted January 29, 2020 (edited) :smile: ... Good job. There is always a way.It will probably be best to give the object a different name now as there is a real spot for this object in the game with how it was made in the 1st place.This object needs to be unique to just your mod. Also now that you have it all set up in the right spot you can go ahead and make the .bsa for the modand remove it from the folder all together. Edited January 29, 2020 by NexusComa Link to comment Share on other sites More sharing options...
Deleted62667266User Posted January 30, 2020 Author Share Posted January 30, 2020 I will clean & package it all up when I'm finished with it. Honnith Hall is a fair sized abode and I'm still plugging away on it. I will probably be back with more silly questions before it is finished. :laugh: Link to comment Share on other sites More sharing options...
NexusComa Posted January 31, 2020 Share Posted January 31, 2020 np just make sure you change that object name from what it was originally. Link to comment Share on other sites More sharing options...
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