AnOutdatedMind Posted December 13, 2020 Share Posted December 13, 2020 (edited) Good what ever time of day it currently is for you. I've been absent for a while from the online modding communities and was wondering if there was a solution to collision editing. Last I read the only way to create or edit a collision is with 3DSMax, which I don't have. I have tried making custom collisions for custom/modified meshes by making a SCOL in the shape of the object that needs it and then transplanting said collision. Unfortunately it's kind off a hit or miss procedure often resulting in a lot of overlapping collisions so that there aren't any holes or collision-less areas. Another thing: a SCOL made with a combination of static and havok meshes more often than not results in a havok mess, causing it to partially fall through the floor. Anyway to change the resulted collision into a fully static or havok one? Edit: Just realized the title should have said any way instead of anyway. Edited December 13, 2020 by AnOutdatedMind Link to comment Share on other sites More sharing options...
steve40 Posted December 15, 2020 Share Posted December 15, 2020 I have max and can make proper collisions. What do you need? Link to comment Share on other sites More sharing options...
AnOutdatedMind Posted December 18, 2020 Author Share Posted December 18, 2020 Sorry for the late reply, the following mesh is an unmodified SCOL. Here's what it looks like in nifskope: imageIn the creation kit the thing falls through the floor till it hits the seat part when havok is enabled. Link to comment Share on other sites More sharing options...
steve40 Posted December 19, 2020 Share Posted December 19, 2020 Yeah, the collision mesh is corrupted somehow, it won't even show in the CK. No worries, I'll have one made up for you in a few minutes. Link to comment Share on other sites More sharing options...
steve40 Posted December 19, 2020 Share Posted December 19, 2020 Here's the link to the fixed file. You don't need to create a dropbox account, just skip the window and click the tiny little download icon near the top of the window. I wasn't sure if you wanted the cinder blocks to sit above or below ground (you had the mesh origin such that they would sit below ground) so I made 2 versions. One with the blocks sitting on the ground and one with the seat sitting at ground level. Link to comment Share on other sites More sharing options...
steve40 Posted December 19, 2020 Share Posted December 19, 2020 Btw, I noticed that when I made the seat as a craftable item in the workshop, the seat icon is invisible in the menu, but it still can be crafted and appears in game. I'm not sure why it won't show as an icon in the menu. Also, I noticed the cavities in the cinder block are hollow in game, but appear to have been covered up in Nifskope. Again, I'm not sure why they don't appear covered up in game. EDIT: maybe it is intentional that the cinderblocks are hollow. But if you want them to be solid, you can try using "Materials\Architecture\DiamondCity\DiamondCityBrickCinder01.BGSM" instead of Materials\Architecture\DiamondCity\DiamondCityBrickCinder01Alpha.BGSM". Link to comment Share on other sites More sharing options...
AnOutdatedMind Posted December 27, 2020 Author Share Posted December 27, 2020 Thank you so much! It works like a charm! Here's a section of Home Plate I quickly furnished it with.The corruption is probably caused by my unorthodox method of trying to make the creation kit spit out a usable collision.As to why the seat part won't show up properly, I have no clue, although it's not the first time I've seen it. The institute terminals also suffer from this issue when they're made craftable. Link to comment Share on other sites More sharing options...
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