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How to disable collisions for the actor


Nexussux!

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Posted

Is it possible to completely disable all collisions for an NPC actor? As in it can be walked through, does not affect pathing etc?

 

Already tried "setMotionType(Motion_Keyframed, FALSE)" and setMotionType(4). Both compile but do absolutely nothing in-game - actor is still solid.

 

 

Posted

That would be great. Unfortunately I have never heard of anyone or any mod doing it. 

 

Actually... I seem to remember in the mod 'Clockwork' the ghost that follows you around can go through walls... Might be worth looking at that...

Posted
6 hours ago, RohZima said:

That would be great. Unfortunately I have never heard of anyone or any mod doing it. 

 

Actually... I seem to remember in the mod 'Clockwork' the ghost that follows you around can go through walls... Might be worth looking at that...

Thank you for the hint RohZima. Love your animation work btw.

 

I though that being new at CK/Papyrus I just didn't search well enough to find a way, and this is hard to beliive. I was baffled by Skyrim's 2011 engine needing 3rd party-made SKSE to reliably do some really basic sh*t (i.e. GetName and SetName), but this time Todd has gone too far lol. Pathing/collision functions is a must-have for any game's modding tools.

 

Maybe there is a way, though in my case. You see, I'm trying to make a dummy actor - invisible, non-interactable and non-colliding. Using the mannequin actor as a base, I've done the first two with a script (invisible, non-interactable), but its collisions still remain. Maybe there is an other way?

 

 

Posted
23 minutes ago, Nexussux! said:

Maybe there is a way, though in my case. You see, I'm trying to make a dummy actor - invisible, non-interactable and non-colliding. Using the mannequin actor as a base, I've done the first two with a script (invisible, non-interactable), but its collisions still remain. Maybe there is an other way?

 

I never made a similar thing but i know you can manage the collisions with Creation Kit:

https://www.creationkit.com/index.php?title=Creating_Primitives

https://www.creationkit.com/index.php?title=Collision_Layer

https://www.creationkit.com/index.php?title=Complete_Example_Scripts#A_Trigger_That_Detects_When_The_Player_Enters

 

The most important point is the Collision Layers, inside CK, to define the collisions. I think you can make an specific race for your special character that can have a specific collisions, defined manually by hand, inside the Collision Layers. 

 

Additionally, seems that you can manage and define the collision with Nifscope using a specific nif for the model of your special actor:

http://tesalliance.org/forums/index.php?/topic/6567-misc-collision-generation-in-nifskope/ (last post)

https://forums.nexusmods.com/index.php?/topic/7162936-nifskope-and-collision/

 

Good lucky.

Posted
58 minutes ago, alex77r4 said:

 

Additionally, seems that you can manage and define the collision with Nifscope using a specific nif for the model of your special actor:

http://tesalliance.org/forums/index.php?/topic/6567-misc-collision-generation-in-nifskope/ (last post)

https://forums.nexusmods.com/index.php?/topic/7162936-nifskope-and-collision/

 

 

I was thinking about using NIfSkope too, but would rather see if it can be done using in-game tools. Makes the mod structure simpler, hence less prone to bugging out lol

 

58 minutes ago, alex77r4 said:

The most important point is the Collision Layers, inside CK, to define the collisions. I think you can make an specific race for your special character that can have a specific collisions, defined manually by hand, inside the Collision Layers.

 

This might be it. I've tried previously to set the dummy actor's race to "FoxRace", and noticed that its collision size got smaller. Thanks for the hint, I'll check if it works.

Posted
7 hours ago, RohZima said:

Actually... I seem to remember in the mod 'Clockwork' the ghost that follows you around can go through walls... Might be worth looking at that...

Technically it is possible to make an actor non-collideable. Just disable its AI. The actor will assume the T-Pose, and there will be no dialogue/subtitles processed for it, but everything could pass through it. Guess afterwards it can be moved with "TranslateTo()" to imitate AI movement.

 

If the ghost from that mod was not animated, it is likely the way it was done.

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