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NPCs fbump space / collision


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Posted

Yesterday, Idly watching my followers milling about like headless chickens made me realise: they don't bounce off each other!

 

A couple of game plays back, Serana sidled up to Vilja and bumped into her, and as a true aficionado of Lovers Lab I was delighted to see their breasts collide.  But in normal game play there is a magical distance between NPCs and followers.

 

Is there a Skyrim.esm (or other game part) tweak to reduce the collision distance between NPCs? So they actually do bump into each other?

 

Thanks.

 

Posted
54 minutes ago, Bluegunk said:

Yesterday, Idly watching my followers milling about like headless chickens made me realise: they don't bounce off each other!

 

A couple of game plays back, Serana sidled up to Vilja and bumped into her, and as a true aficionado of Lovers Lab I was delighted to see their breasts collide.  But in normal game play there is a magical distance between NPCs and followers.

 

Is there a Skyrim.esm (or other game part) tweak to reduce the collision distance between NPCs? So they actually do bump into each other?

 

Thanks.

 

Your camera will fail in collision then.

 

In general, I kind of did this to combine animations for a long time But in those days, the skeleton was very simple, and there was no HDT, I don't know how it will work now.

 

sk.jpg

Posted (edited)
1 hour ago, TDA said:

Your camera will fail in collision then.

That would be for first person view when colliding with an NPC, I assume?

 

Thank you for taking time out to reply!

 

I'm looking for NPC-NPC collisions.  They seem to have an invisible 6 inch shield about them in ordinary walk about collisions. I'd like to reduce it to skin/armour surface.  I know HDT-PE crew worked on a whole body collisions but there's no transfer to the SMP system so far as I can see.  I searched under the fbump settings in Skyrim.esm but they are slightly different functions.

 

I have the usual mods like "I'm Walking Here", "Get out of my way"  and "No Camera Collision" but they focus on specific targets.

 

So...it's a skeleton thing. Hmmmm....  My knowledge of NIFS is about the same as my Space Shuttle Engineering qualifications - Nil.

 

I'll go and have a mull over things to do with skeleton nifs.,,

Edited by Bluegunk
Posted
2 hours ago, Bluegunk said:

That would be for first person view when colliding with an NPC, I assume?

 

Thank you for taking time out to reply!

 

I'm looking for NPC-NPC collisions.  They seem to have an invisible 6 inch shield about them in ordinary walk about collisions. I'd like to reduce it to skin/armour surface.  I know HDT-PE crew worked on a whole body collisions but there's no transfer to the SMP system so far as I can see.  I searched under the fbump settings in Skyrim.esm but they are slightly different functions.

 

I have the usual mods like "I'm Walking Here", "Get out of my way"  and "No Camera Collision" but they focus on specific targets.

 

So...it's a skeleton thing. Hmmmm....  My knowledge of NIFS is about the same as my Space Shuttle Engineering qualifications - Nil.

 

I'll go and have a mull over things to do with skeleton nifs.,,

You just need to reduce this red box (its dimension), 

 

there is nothing more specific to add here, to reduce the dimension, these numbers indicate the dimension (volume) of the collision along the axes.

 

but I don't know how it will work with modern skeletons... It worked before.

 

But the camera was falling through in collision (you will look beyond the walls if you stand very close to the wall). This is probably solved, but I was too lazy to mess with it.

Posted
13 hours ago, TDA said:

You just need to reduce this red box (its dimension), 

 

there is nothing more specific to add here, to reduce the dimension, these numbers indicate the dimension (volume) of the collision along the axes.

 

but I don't know how it will work with modern skeletons... It worked before.

 

But the camera was falling through in collision (you will look beyond the walls if you stand very close to the wall). This is probably solved, but I was too lazy to mess with it.

 

Thanks!

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