Editing collision box around doomstones

Post » Sun Oct 13, 2013 2:28 pm

How do I fix the ridiculous collision box around the doomstones to fit just around it instead of reaching miles into the sky?

User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Sun Oct 13, 2013 1:26 pm

It's not, if you remember how the doomstones operate they shoot a beam of light up into the sky. The nif has NiNodes up there so the bounds actually reach up that high.

Collision is different it's a rough invisible mesh that gives collision which is independent of the bounds of the nif. From what I can see the obelisk node is the only one with collision, and yes you can jump over the top easy enough so there's no problem with it.

User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sun Oct 13, 2013 5:16 am

Only the Thief, Tower and Mage stones have that hugh bounding box. What's the easiest way to make a version of those stones that will still work like the origionals but have a smaller bounding box?

I tried copying and renaming then using the model from the loadscreen magestone but it wasn't activateable even though it still had the script.

User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Sun Oct 13, 2013 2:01 am

The loadscreen uses a different nif with none of the extra data that the in game nifs have, it's that extra data (all the funky stuff) that makes the bounding box huge. I suspect what your comparing here is loadscreen to activator nifs and there is a big difference in the nifs.

User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am


Return to V - Skyrim