Difference between revisions of "Category talk:Tidbits"
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imported>ShadowDancer (broken nifs) |
imported>ShadowDancer m (explaining better) |
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"Broken" nif - I think there are a number of these, after reading a bit of the [http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=725094&view=findpost&p=10648377 Zumbs' Lockpicking Mod] thread. Perhaps a list is needed, either for the UoP group, or on the [[:Category:Troubleshooting]] page. | "Broken" nif - I think there are a number of these, after reading a bit of the [http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=725094&view=findpost&p=10648377 Zumbs' Lockpicking Mod] thread. Perhaps a list is needed, either for the UoP group, or on the [[:Category:Troubleshooting]] page. | ||
:I wouldn't be surprised at all to learn that there are others. The bad part is that I was setting up a sewer and naturally assumed that the ''sewerRoomWallMid01'' would have collision on it. Imagine my surprise when I was randomly running around and went through a wall. I, of course, immediately assumed I had messed something up when I went through the wall. Needless to say, it took me a few minutes to realize that the fault was in the nif and not something I had done. Additionally, the mod I am doing also has some unusual placements to give it a different feel (which is how I know the other two don't have collision - I fell through them) and at least the ''sewerRoofNarrow02'' is easy enough to fix with cut and paste in nifskope (with a new Editor ID pointing to the new nif file). I did a workaround for the walls by putting ''sewerRoomWall01'' behind the ''sewerRoomWallMid01'' in my mod, but its still annoying that I had to incorporate a second wall. | :I wouldn't be surprised at all to learn that there are others. The bad part is that I was setting up a sewer and naturally assumed that the ''sewerRoomWallMid01'' would have collision on it. Imagine my surprise when I was randomly running around and went through a wall. I, of course, immediately assumed I had messed something up when I went through the wall. Needless to say, it took me a few minutes to realize that the fault was in the nif and not something I had done. Additionally, the mod I am doing also has some unusual placements to give it a different feel (which is how I know the other two don't have collision - I fell through them) and at least the ''sewerRoofNarrow02'' is easy enough to fix with cut and paste in nifskope (with a new Editor ID pointing to the new nif file). I did a workaround for the walls by putting ''sewerRoomWall01'' behind the ''sewerRoomWallMid01'' in my mod, but its still annoying that I had to incorporate a second wall just for the collision. | ||
:--[[User:ShadowDancer|ShadowDancer]] 20:33, 9 August 2007 (EDT) | :--[[User:ShadowDancer|ShadowDancer]] 20:33, 9 August 2007 (EDT) |
Latest revision as of 20:27, 9 August 2007
"Broken" nif - I think there are a number of these, after reading a bit of the Zumbs' Lockpicking Mod thread. Perhaps a list is needed, either for the UoP group, or on the Category:Troubleshooting page.
- I wouldn't be surprised at all to learn that there are others. The bad part is that I was setting up a sewer and naturally assumed that the sewerRoomWallMid01 would have collision on it. Imagine my surprise when I was randomly running around and went through a wall. I, of course, immediately assumed I had messed something up when I went through the wall. Needless to say, it took me a few minutes to realize that the fault was in the nif and not something I had done. Additionally, the mod I am doing also has some unusual placements to give it a different feel (which is how I know the other two don't have collision - I fell through them) and at least the sewerRoofNarrow02 is easy enough to fix with cut and paste in nifskope (with a new Editor ID pointing to the new nif file). I did a workaround for the walls by putting sewerRoomWall01 behind the sewerRoomWallMid01 in my mod, but its still annoying that I had to incorporate a second wall just for the collision.
- --ShadowDancer 20:33, 9 August 2007 (EDT)