Something I have noticed while playing with my tile fixing. When you import the tiles to blender and re-export them after making changes, the node that is originally the RootCollisionNode gets changed to a generic NiNode. I have been before import been naming these nodes and trishapes associated with them as the original beth tiles have no names so I can easily find them after export. My question is this: Should I grab the original RootCollisionNode from the original tile and paste it into the new tile and then paste all the correct trishapes under it? So far it seems that as long as I set the renamed NiNode and its sub trishapes to hidden and triangles everything works ok. It occurs to me that all the other pieces of the tiles would actually have collision too as they would not have the NCO property in them anywhere and with no named RootCollision node the game would have go ahead and give them collision. Thoughts?
http://www.tesvskyrim.com/screenshot-2045-1. (with my naming of the collision stuff as beth did not name those)
http://www.tesvskyrim.com/screenshot-2046-1. (note how it also re-arranges the order of all the trishapes too in the nif)