Jump to content

Need help figuring out Actor Collision Issues...


Knuckles41

Recommended Posts

Hey, this is my first post (I think? can't remember posting before) so I'll make it detailed.

 

I am currently working on a self made mod that I am simply doing to test my skills, this mod is a base building one which for the most part works completely.

I have a system where when in your base random enemy groups can spawn at a certain distance from your base set by a random interval, this isn't important entirely but it sets the premise of what I am doing.

 

In order to make the base destructable to NPCs (You can build a base ANYWHERE so I cannot find a way to make Xmarkers dynamically spawn for each new piece..)

every building block is an actor, this means it is technically alive, with destruction data so it despawns after a certain amount of health is lost.

 

So far! all has been well, the enemies target it, shoot it and break stuff. However this is where the issue comes in...

 

Because my damned objects HAVE to be actors for enemies to pay attention to them, they have this weird collision that can only be described as a cylinder, I made a doorway mesh myself, it's own collision and whilst NOT an actor it works fine.

But because for SOME reason actors MUST have some arbitrary collision applied to them (Idek that SHOULD be the job of the skeleton) It prevents me from actually moving through the doorway because the cylinder is smack bang in the center of it.

 

What I have determined is that this cylinder is attached to the BSFadeNode of the object. wherever that is in the mesh the cylinder follows. (I do not even know the shape that is just how it feels)

Toggling the command to show all collision doesn't bring nothing up in the area of it, making a new bodypartdata with a completely empty nif file does NOTHING to help.

I am at a pretty hard loss as to if I can even get rid of this mesh, I assume it's got something to do with the fact that enemies also target where the Node is, question is can I make my own damn collision for this or am I out of luck?

Bear in mind, my wall is very basic, I'm not an artist. And I certainly do not want to be, but because it was decided that the model contains all of the data which really should be in a form, I have to meddle with stupid 3D software..

Edited by Knuckles41
Link to comment
Share on other sites

  • 1 month later...

You don't want to mess with actor collisions, part of it is hardcoded. Some highly talented modder manage to have the collision shrinking when actor is crouching, which is a great achievement but only for NV and thanks to to NVSE and its plugins.

 

When crouching in Fo3 ... it only effects their notice of you ?

Hence ... they shoot at you when crouching ,,, they still hit you above your head with their projectiles ?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...