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Having no luck on my own...


Vagrant0

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For my mod, I need to have a working collision mesh on a copy of ARTrapEvilStone01, those red things people all hate, without it breaking the animation and particle settings on the mesh. I've tried several different things, but cannot seem to get a havoked mesh working properly with the object. Ideally, I want it to where the player can activate the activator by looking at it and pressing the activate button. However, I don't seemt to be able to get this working, tcg ingame shows a collision mesh, but it does not prevent me from walking through it, or allow me to activate it. I would prefer if those willing to help would test in game to make sure it works.

 

I've already gone through checking, and re-checking my linkings in nifscope, and tried many different things, for the past 4+ hours without any improvement. Any help on this matter would be appreciated. I would prefer to have just a simple box shape, so that I can resize and position as needed.

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Have you considered making the collision mesh a separate CS object and parenting it to the stone? That way you should be able to do everything you could do with one object.

Not really, maybe as a last resort kind of thing, but would prefer it to be all 1 object so that I don't have even more scripts being worked with. There's no reason why the .nif itself would make a collision not work, several objects, like dreamworld elements, obliviongates, and other stuff have no problem. I have already tried changing the OL_Layers to both static, anim_static, and a few others in some attempt to get it working. Nada, it's like it isn't even there. Also tried attaching the collision object to both ninodes in the script, as well as creating a new ninode which is a child of either ninode... Nada.

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I had similar problems, the collision just wouldn't export no matter what and any change in the nifscope settings created extremely odd behaviour like the surrounding items (including the ground) loosing collisions.

 

And copying the collision from a different item and tweaking that produced a workable collision, but it was disconnected from the mesh itself. (Chasing an invisible collision down the hill to pick up a floating mesh miles away is hella fun btw)

 

In the end I copied the mesh and related branches into the item I originally wanted to copy the collision from. Oddly enough that seemed to work.

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