NPCs have unusually big hit boxes

Post » Tue Apr 12, 2011 4:01 am

I've just discovered that NPCs (new and Vanilla) have unusually large Hit Boxes in my game-- they're about the right width, but extend to at least twice the height of the NPC.

I've tried deleting the Skeleton.nif file, but had no luck with that-- does anyone know what else it could be that is causing this??
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Alyce Argabright
 
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Post » Mon Apr 11, 2011 6:26 pm

That's a weird one. Are you sure some mod isn't increasing the reach of your weapon? Depending on how you test, it could look similar...
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hannah sillery
 
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Post » Tue Apr 12, 2011 4:43 am

Sorry for the long absence in reply :( No, it's definitely the Hit Boxes-- even if I hover above the target, the "Speak" marker appears when I look towards them, regardless of weaponry equipped. :(
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Shannon Marie Jones
 
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Post » Mon Apr 11, 2011 6:48 pm

Sorry for the long absence in reply :( No, it's definitely the Hit Boxes-- even if I hover above the target, the "Speak" marker appears when I look towards them, regardless of weaponry equipped. :(


Does anyone know how this collision or hit box is established? I always thought it was the skeleton.nif. This info would benefit me too.
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Sam Parker
 
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Post » Mon Apr 11, 2011 11:33 pm

I'm gonna bump this cause I'm convinced somebody knows this. And it would help me a LOT. :)
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lucile davignon
 
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Post » Mon Apr 11, 2011 7:33 pm

Open the skeleton.nif in Nifksope, and play around with the "BSBound" block. Right click on "BSBound" -> Bounds -> Edit.
[Make sure you have "Draw Havok" checked with checkmark next to it, under "Render", as well as "Draw Axis" and "Draw Nodes" (these two also help to have visible).]

The BSBound, or "bounding box", is represented in the render window by a red wireframe box encompassing the skeleton of the character/creature.

Under the "Edit" pop-up window, "Dimensions" section determine the dimensions of the bounding box of the character/creature - the size of it along the X, Y, and Z axis. Increase the numbers in the X, Y, Z fields to make the red box bigger, or decrease those values to make the red wireframe box smaller. You want the red box to as precisely as possible, cover the whole skeleton's/collision's dimensions.

The "Center" section, moves that whole 3D red box, aka "centers" it, in relation to the values inputted into it's fields. You need to play around with both the "Dimensions" and "Center" sections to get the red box the right size & shape, and also in the right position on the skeleton.

Note: you don't want the bottom part of the box to go below the X & Y axis line levels. Make sure that the bottom wires of the red box are oh so slightly above the X & Y axis line levels, or at least, right on those line levels.

Koniption
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IM NOT EASY
 
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Post » Tue Apr 12, 2011 1:02 am

Open the skeleton.nif in Nifksope, and play around with the "BSBound" block. Right click on "BSBound" -> Bounds -> Edit.
[Make sure you have "Draw Havok" checked with checkmark next to it, under "Render", as well as "Draw Axis" and "Draw Nodes" (these two also help to have visible).]

The BSBound, or "bounding box", is represented in the render window by a red wireframe box encompassing the skeleton of the character/creature.

Under the "Edit" pop-up window, "Dimensions" section determine the dimensions of the bounding box of the character/creature - the size of it along the X, Y, and Z axis. Increase the numbers in the X, Y, Z fields to make the red box bigger, or decrease those values to make the red wireframe box smaller. You want the red box to as precisely as possible, cover the whole skeleton's/collision's dimensions.

The "Center" section, moves that whole 3D red box, aka "centers" it, in relation to the values inputted into it's fields. You need to play around with both the "Dimensions" and "Center" sections to get the red box the right size & shape, and also in the right position on the skeleton.

Note: you don't want the bottom part of the box to go below the X & Y axis line levels. Make sure that the bottom wires of the red box are oh so slightly above the X & Y axis line levels, or at least, right on those line levels.

Koniption



This has helped me solved a problem with my shapeshift forms. After adjusting the bounding box to be taller, spells are hitting my wolf form more (as they should) instead of flying over it. Although, when sideways to the enemy caster, the spells still seem to go right through the wolf. Weird. Thanks, Koniption! :goodjob:
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Alexis Estrada
 
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