Phantom with mesh shape collision

Post » Wed Jun 20, 2012 9:35 pm

I've been getting an error on loading in one mod of mine for quite some time that I can't figure out. Now it has moved to another mod when I copied a COA weapon plaque over from the first to the second. I know I was getting the error in the first file long before I created the weapon plaque I copied. It may have started when I first started fooling with weapon plaques as I copied several from different places around the game before I got one that worked reliably. And the one that I finally got to work as my model was brought in long after the error started coming up. All of the early weapon plaques that could posibly have been the culprit have long been deleted so I doubt they are really the problem. I have looked for any hidden objects I can find, but I don't really know what a "phantom" might be. I've tried all the commands I can find that might unhide any hidden objects. I've tried turning everything to wireframe and looked for anything suspicious, with no luck. F5 doesn't show me anything new. Any help or suggestions that anyone might have would be greatly appreciated. I have seen similar topics in the past with no responses to them so I know I am not unique. Hopefully it is something I just don't know because of my complete noobness. It might be nothing (like the mannequins missing their underwear), but I would at least like to know what it means.
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louise hamilton
 
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Post » Wed Jun 20, 2012 9:46 pm

Nobody knows what this is? It is certainly not causing big issues that i am aware of, but I would like to know what it is.
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Reven Lord
 
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Post » Wed Jun 20, 2012 7:51 pm

All this means is that one of the .nifs your using has a Phantom Collision that is using a Mesh instead of a primitive as its shape -> technically this is bad form and a terrible idea overall as phantom meshes do not contain volume so you can NEVER detect if an actor is inside of the Phantom you can only ever detect if an actor passes through the mesh poly faces the OnEnter and OnExit events and since phantoms do not always process every frame its very easy for an actor to sneak by detection all together meaning the OnEnter/Exit events will not trigger either in these cases.

So the CK kicks back an error for all uses of meshes as a phantom collision shape -> and the CK is not the only Dev kit I have used that will do this pretty much EVERY Dev kit I have used will kick bakc this error as its wrong for every Physics engine to use a mesh as a Phantom.
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Valerie Marie
 
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Post » Wed Jun 20, 2012 10:55 am

Thanks very much for shedding some light on things. Is there any way to fix this? I didn't add any custom .nifs that I know of so it came straight from the CK. I can't see that it is causing any issues, but I certainly want everything to be right. And it has transferred into another mod by copying a COA Weapon Plaque that I can't imagine is connected to the phantom. I deleted the plaque, but that did not change the error.
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Kate Norris
 
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