Translated Activators Still Have Collision

Post » Sat Jan 24, 2015 7:55 am

I've several activators in my mod and a couple are giving me problems. The TranslateTo scripts work fine, I have a large door which raises and lowers and a ship that floats out to sea. Issue is that in both cases the starting point of the activator still behaves as if the activator is there i.e. it has collision. E.g. The large door lowers to allow passage into the sea, player cannot pass because the game acts as if the door is still up/closed. The ship floats out to sea player walks to where ship was/started and hits an invisible ship. Can I remedy this? Thanks.

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maya papps
 
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Post » Sat Jan 24, 2015 3:09 am

http://www.creationkit.com/TranslateTo_-_ObjectReference

Read the notes.

Edit: Oh the 2 years I spent trying to get around all of that..

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luke trodden
 
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Post » Sat Jan 24, 2015 3:09 am

I have no idea about scripting but in Nifskope, if you want the collision being moved with the animation of objects - like animated doors, you have to set the collision layer to

SKYL_ANIMSTATIC

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james reed
 
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