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Creation Kit: Creating False Walls


AtlasEXE

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For my mod, I plan to have several locations in the castle with walls that look solid, but the player can actually walk through them to an area on the other side. I was wondering if there was any way to make a static object so that the player won't collide with it when he/she passes through it. Thanks!

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hmm dont know about that, IMO all the walls comes with collision..if you can do minor work with nifskope then it would be easy..

 

- extract the nif file of the wall that you want. copy branch the wall nitrishape/nitristrips.

- find smallest object/item that has collision. take ring (world model/static model) as example, remove the ring nitrishape/nitristrips then go paste branch your wall into it. save and import it into CK.

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A really easy way to do this is to add the pieces of wall somewhere else, like right below the floor and then set up a script that loads when the cell loads or something that uses .translateToRef()

 

one of the "bugs" this function is that it does not move the colosions only the visable mesh.

 

no need to do any nifscope work at all

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