YouDoNotKnowMyName Posted December 20, 2020 Share Posted December 20, 2020 Good afternoon! Is it possible to somehow reduce the height of the players collision when sneaking? If anybody knows anything about how this could be done, let me know here? Link to comment Share on other sites More sharing options...
PJMail Posted December 24, 2020 Share Posted December 24, 2020 (edited) If you can keep the player in 1st person then Setscale may indirectly achieve this (clearly no good in 3rd person).No idea if the collision mesh is scaled with the player though... I have seen mention of a script function controlling collision (in some dll library ported from Skyrim on the LL site) - I would dearly like to find it but haven't though, so maybe a wild goose chase. Edit: Mmm - looks like collision doesn't scale with setscale. Ignore everything I said... Edited December 24, 2020 by PJMail Link to comment Share on other sites More sharing options...
LarannKiar Posted January 3, 2021 Share Posted January 3, 2021 I'm not sure but isn't the collision tied to the human's mesh? If so, then changing the collision can't be changed with a script. Usually, the developers replaced the meshes with duplicated variants to "change" the collision of objects (so they disabled the old and enabled the new). The different meshes had different collisions.. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 3, 2021 Author Share Posted January 3, 2021 I'm not sure but isn't the collision tied to the human's mesh? If so, then changing the collision can't be changed with a script. Usually, the developers replaced the meshes with duplicated variants to "change" the collision of objects (so they disabled the old and enabled the new). The different meshes had different collisions..Yeah, I know that collision is part of the actual mesh NIF file and that that would need to be "switched".I know how to switch-out a regular static placed object (enable one, disable the other ...) But how would this be done for a "actor mesh" like the one used by the player? Link to comment Share on other sites More sharing options...
PJMail Posted January 4, 2021 Share Posted January 4, 2021 I just had a look and interestingly there is no collision on the body mesh itself, it seems to be on the Skeleton.nif.Does this means you could change the actors race ('crouching human'?) temporarily to swap the skeleton?Swapping the player's race happens when you enter Power Armor so it is not unheard of... Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 4, 2021 Author Share Posted January 4, 2021 I just had a look and interestingly there is no collision on the body mesh itself, it seems to be on the Skeleton.nif.Does this means you could change the actors race ('crouching human'?) temporarily to swap the skeleton?Swapping the player's race happens when you enter Power Armor so it is not unheard of...Yeah, but that would make all animations (using weapons, ...) incompatible, right? Link to comment Share on other sites More sharing options...
PJMail Posted January 4, 2021 Share Posted January 4, 2021 I hadn't even thought that far - I assume while crouching there are limited actions, and you could copy all the animation graphs to the new 'race' (others do that for anime races).I thought the first roadblock would be 'can you switch the player's race mid-game seamlessly?' I bet there are lots of hidden game code for the PA switch that we could not use.I know in Skyrim people have done this with player turning werewolf, but I bet they have a transition effect to hide it. Just threw this in as a an illconceived thought, as in the end you have to change the Skeleton to change the collision mesh. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted January 4, 2021 Author Share Posted January 4, 2021 (edited) I hadn't even thought that far - I assume while crouching there are limited actions, and you could copy all the animation graphs to the new 'race' (others do that for anime races).I thought the first roadblock would be 'can you switch the player's race mid-game seamlessly?' I bet there are lots of hidden game code for the PA switch that we could not use.I know in Skyrim people have done this with player turning werewolf, but I bet they have a transition effect to hide it. Just threw this in as a an illconceived thought, as in the end you have to change the Skeleton to change the collision mesh.Editing the skeleton ...Ugh ... The reason why I asked about "changing the player collision while sneaking" is so that I wouldn't have to remake some custom interior meshes that I made.But it seems that redoing those with "proper heights" would be far easier then to try to (properly) edit the skeleton / animation stuff ...(While I was making the custom meshes, I did take the "minimum height for the player to fit" into account, but I forgot that I would later add "ceiling clutter" like AC ducts and pipes that would further "lower" the ceiling and make it impossible for the player to actually walk under those things ...) Edited January 4, 2021 by YouDoNotKnowMyName Link to comment Share on other sites More sharing options...
Andyno Posted January 4, 2021 Share Posted January 4, 2021 Not sure if it helps, but there was this mod for New Vegas: https://www.nexusmods.com/newvegas/mods/64743 Link to comment Share on other sites More sharing options...
PJMail Posted January 4, 2021 Share Posted January 4, 2021 NewVegas modders have access to great NVSE additions like JIP LN NVSE Plugin that does everything you want and much more. Sigh.... Oh, and that mod Andyno linked to just turns off collision via the TCL command (I wonder if I can do that operation in FO4 via script. Mmmm) Link to comment Share on other sites More sharing options...
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