Johannes01 Posted June 28, 2023 Posted June 28, 2023 Hey, since a while I get the problem that there is almost no Armor collision with smp clothes. Its like the attached image. I have 3ba, FasterSMP and the armor is from Gladiatorae Pack. Installed everything correctly, almost sure. Also checked the 3BBBCollisionArmorP in bodyslide. On the other site it seams nobody else has this problem with this specific armor. I also face this with SMP Armor from the ABBA mod   Anyone have an Idea whats going on there?
traison Posted June 28, 2023 Posted June 28, 2023 There's still a bug in SMP where collisions just stop working sometimes. I would assume this is not the problem you're having but it may still be worth a mention. If changing cells doesn't "wake it up" then "smp reset" in the console or re-equipping the clothes does. Â Its likely to be one of the other 100 things that would break collisions though.
Johannes01 Posted June 29, 2023 Author Posted June 29, 2023 14 hours ago, traison said: There's still a bug in SMP where collisions just stop working sometimes. I would assume this is not the problem you're having but it may still be worth a mention. If changing cells doesn't "wake it up" then "smp reset" in the console or re-equipping the clothes does.  Its likely to be one of the other 100 things that would break collisions though. Thanks for the answer. However I already tries the "easy" fixes like resetting smp. Also switched presets for CBPC/SMP in the installation of 3ba for test purposes. Also had a look into the nifs in Nifscope, however this is the limit I understand  It seeems like the hitboxes are present but not adjusted right to the sceleton. Maybe there is any option to change this manually to better fit to the skeleton?
traison Posted June 29, 2023 Posted June 29, 2023 34 minutes ago, Johannes01 said: It seeems like the hitboxes are present but not adjusted right to the sceleton. Maybe there is any option to change this manually to better fit to the skeleton? Â If that is actually the case then probably what you're seeing is the armor came with a bad or incompatible virtual collision mesh* for the body. If this virtual shape does not for instance build properly in bodyslide you can end up with collisions happening in places they shouldn't. The easiest DIY fix for this would be to disable collisions with the virtual shape and instead use the actual body. Performance will in theory take a hit but it would fix the problem when configured correctly. Â * Invisible and simplified body built into the armor mesh intended to "simulate" body physics. Â Open the armor in NifSkope. If there's an untextured body (or partial body) in there, that's the virtual mesh. If there is no such thing, your problem is elsewhere.
Johannes01 Posted June 29, 2023 Author Posted June 29, 2023 From my unprofessional point of view it seems correct. Howver there are tons of enties
traison Posted June 29, 2023 Posted June 29, 2023 (edited) I guess in that case whoever made the armor mesh skipped the mesh simplification step but that's irrelevant. Edit: What I mean is, you wouldn't see a performance hit switching to collisions with the actual body mesh, as the polygon count is going to be the same. You could also check the meshes generated by nifskope to see if the armor has morphed but not the body, this would confirm what I said earlier about the virtual body not building correctly thus explaining your collision issues. Edited June 29, 2023 by traison
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