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Change size of character collision?


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Posted

Is there any way to change a characters collision box? I tried resizeing my Dragonborn with setscale and/or NIOverride, but as it seems for the game the character's collision always stays the same (I guess it's defined by the BoundingBox BBX in "skeleton.nif"), Meaning, for example, that I can't jump into that cage:

 

post-1082376-0-43174600-1491435447_thumb.jpg

 

Basically I want to change the collision when sneaking, so I can move into narrow places, resizing completely was just a last straw. That didn't work.

 

I got the hint, that swimming and riding does change the collision box, which sounds right, but I can't find any event/hook in CK that initiates this change. Anybody got an idea if this is possible?

Posted

It seems, Swimming wouldn't help either. I put the cage under water and there's no way to swim into it either. Maybe a custom race with it's own skeleton? I would hate the latter "solution", but I think I'll give it a try.

Posted

It could also be that the cage is not really a cage just a solid block with the textures to look like a cage, or no nav meshing to allow you to enter it, not really something I know loads about but those are a couple of reasons it may not allow you to enter, there could well be others as well.

Posted

The cage has a quite complex collision.  This shouldn't be the problem.

 

post-1082376-0-90711300-1491646455_thumb.jpg

 

Not only using setscale on my character (which is a useless cosmetic), but also manipulating the skeleton's bounding box (in it's nif) I can actually enter the cage:

 

post-1082376-0-90273200-1491646468_thumb.jpg

 

(Sorry for the bad ligthing).

 

There seems to be no way of manipulating that box by script. It's not even a node on the skeleton, so nioverride will not help, I guess. Manipulating the skeleton seems risky (it'll be overwritten or at least obsolete by the next xpmse update) and working with a custom-race that uses a custom skeleton would require a custom race for every possible combination ("While sneaking: Change race from Nord to Sneaky_Nord") and wouldn't work if someone used a custom race in the first place.

  • 3 months later...
Posted

hi nossi..we were on this in the past and i think you can change the size of the character´s collision by changing the size of a ninode inside the skeleton. this is so specially, that it can´t be interesting to be used in gameplay because it is affecting the global distance of the gamer with all stuff around him. The only way to ignore the collision of character against meshes with collision is the well known animation by sitting into a furniture. the top level would be to create for every important skeleton-part (hands, arms, body, head,legs and feet) , a suiting collision-part..that would be immersive:-))

 

 

p.s.of course you can get into this box by placing it vertically...I specially made it for checking out the possibilities all around collision.

...to create a higher box collision would not suit either, if then the character could walk upright into it...if the character would be set to walk on fours by a trigger box, that could be put over the cage, then it could have a chance to look realistic. 1. entering is always on all 4,..and 2nd:..the collision height of this box has to be the minimum affordable size to let the character into the box.

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