Disable collision of a static?

Post » Mon Nov 19, 2012 4:57 pm

Is there a simple way to completely disable collision of a static object without messing with any 3rd party programs? I'm trying to use an object (SBluePalaceGate) which is perfect for a spot in my dungeon, but the player needs to be able to walk on top of it and the default collision data won't let them. There's an "invisible block" on top of the object which makes it higher than it looks. I was thinking that the best way to fix this would be disabling the collision of the static and use collision markers instead.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Mon Nov 19, 2012 8:01 am

I don't think this can be done in the CK alone.
NifSkope can do this though.

I'm pretty much completely uninitiated with NifSkope, yet I'd be happy to walk you through it. It's that easy.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Mon Nov 19, 2012 11:26 am

Yeah, all you need do is delete the collision nodes and it works fine. I had to do this to make an illusory tree stump (don't ask).
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Mon Nov 19, 2012 12:37 pm

Yeah, all you need do is delete the collision nodes and it works fine. I had to do this to make an illusory tree stump (don't ask).

Haha I kinda want to ask? :blush:
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Mon Nov 19, 2012 6:39 pm

Agreed, deleting collision in NIFscope works great, I've had to do it for some of my scarier spell effects and I've never had it cause any problems.
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Mon Nov 19, 2012 5:19 pm

If you can't use Nifskope, you can place the object at a height where won't hinder the path and then move it via script, to the spot where it will have the correct visuals. This may work and may not work, depending on if the object can be moved at all and if the collision moves with it.

If it work, it may be needed to move it to the former possition once the player leaves the cell, in order to do this again.
User avatar
ChloƩ
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Mon Nov 19, 2012 10:11 pm

You shouldn't need to actually delete the collison... just uncheck the Enable Collision flag in BSXFlags (in NifSkope).
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am


Return to V - Skyrim