I wanted a version of the interior castle wall without the alcove. I svck in Blender and such, so my solution was to snag a flat wall off of an existing mesh and paste the branch into a copy of the alcove one. A little stretching and placement, and - BAM - instant flat wall. The collision, though, is still set up for the alcove, so in-game you can step through that section of flat wall and into the alcove.
Just using NIFSkope, what would be the best way to give the new wall branch collision so that in-game it acts like a wall?
Sorry for all the questions lately - I'm getting into more advanced stuff lately than I usually do.