NifSkope Collision Tutorial - Fallout 4 and Skyrim

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  • เผยแพร่เมื่อ 9 ม.ค. 2025

ความคิดเห็น • 99

  • @Flygandeskinken
    @Flygandeskinken ปีที่แล้ว +1

    Wonderful, was wracking my brain on how to change the collision sounds on objects!

  • @jviole1771
    @jviole1771 ปีที่แล้ว +2

    Love it thanks for the tutorial! Pls keep making them very helpful would love to see some using pras recent tutorials in video form with an explanation as well. Keep up the amazing work ❤

  • @ODIN.S
    @ODIN.S 4 หลายเดือนก่อน

    Super simple and effective process! Thank you!

  • @ptmc2112
    @ptmc2112 11 หลายเดือนก่อน

    Didn't realize your output had a period at the start of our output directory and filter script location in your Elric program to imply use the same directory as the Elric program, so the thing crashed when I got to that step. I managed to fix my mistake and it works great.
    Other than that User error of my own design, this is a great guide!

  • @Yulliah
    @Yulliah ปีที่แล้ว

    Was going insane not having the models work at the end... Forgot the Elric step... :S It's working now! So much better than copying collision from existing objects! Thank you so mutch!

  • @Angerth
    @Angerth 2 หลายเดือนก่อน

    Quick and simple.. Thank You !!! :D

  • @gerhardt6150
    @gerhardt6150 ปีที่แล้ว +1

    Amazing, thank you for this tutorial, it was very helpful.

  • @samresto4782
    @samresto4782 4 หลายเดือนก่อน

    i feel like such an idiot. did not realize i was still on nifskope dev 7 for 5 hours!!!! lol. Thought the gods did not want me to make my mod lol. Thanks for this tutorial!!!!!!!!

  • @J_B-mo4oo
    @J_B-mo4oo 9 หลายเดือนก่อน

    I am learning some from this video, What I am doing is making a guard shack with a turret stand over the top of it , I mashed up a model in CK and reskined the default guard post, all works but I need the stand to be solid to place the turret on ,in game I can place a turret up there carfully as there is no bottom and placement is a guess..

    • @JonathanOstrus
      @JonathanOstrus  9 หลายเดือนก่อน

      It sounds like you're going to need to jump into a forum or Discord server where you can post your file and ask for feedback. Stuff like that really needs to be visible so others can see what you did/are trying to do to see what's gone wrong.
      As a side note though, depending what you did to mash it up exactly. You might try using CK to generate a SCOL and export the combined file with collisions. This might work better for what you're trying to do.

  • @hiddenkitty2911
    @hiddenkitty2911 10 หลายเดือนก่อน +2

    For some reason I have an issue where creating a mesh, giving it collision, etc all works perfectly with statics, but as soon as I turn around and try to do the same with Furniture, the mesh acts like the dynamic flag is enabled, moving around whenever I touch it. Of course the temporary fix is mass, but I was wondering if you have any insight into this particular issue?
    EDIT: I'm not entirely sure if it has any adverse effects, or even if there is a different way to handle it as I have no way to view the default rigidbody settings for a NON-static object and I don't have the money, or patience to source 3dsmax 2015 to find out, but I found another way to fix this. Mass by itself won't prevent an object you want to be static, say a bed, from moving. As if it is a workshop item, said item would still fall into place, which is rather realistic but not what we want. To remove the motion altogether you have to set the linear damping and angular damping to 1, and then change Max Linear Velocity, Max Angular Velocity, Restitution, and both Friction settings to 0. This allowed me to place the bed I was trying to create, have the functional collision mesh, and have it still float in the air and other shenanigans a default Beth created furniture item would. Like I said though, I have no idea if this is the way you're supposed to fix the issue, or if it has any adverse effects, as the binary data is still FAR higher than that of the original model it came from, which could be attributed to the fact that I used the imported obj as collision option.

  • @Moaitis
    @Moaitis ปีที่แล้ว

    thank you, it worked perfectly.

  • @jollygoodfellow3957
    @jollygoodfellow3957 ปีที่แล้ว

    My progress on Skyrim SE meshes stops at 2:26 because there is no "Extra Data List" following Num Extra Data List addition. I can't change any zero to 1 because there's no form to change.

  • @maulerbeam1923
    @maulerbeam1923 2 หลายเดือนก่อน

    Can you do a tutorial on adding particle effects to armor/clothing, so like flame effects?

  • @desavillani5133
    @desavillani5133 6 หลายเดือนก่อน

    I enjoyed the video, spot on for what I needed! One small question, tho. When you select the material for the 'ConvexVerticiesShape', you have both Skyrim and Fallout 4 options. I do not, for some reason. The only materials I can choose are prefixed with "Sky". How do I get "FO4" options?

  • @mxsprille
    @mxsprille ปีที่แล้ว

    that erned you a sub and a like - just what i needed

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Glad to hear it helped. And thanks.

  • @magnetsphere2872
    @magnetsphere2872 ปีที่แล้ว

    uhhh i dont have the import as collision option, is thaat because i have nifskope 2.0 def 7 instead of 8? 6:15

  • @strashakua
    @strashakua ปีที่แล้ว

    3:05 I have material for Skyrim, how to make it for Fallout 4?

  • @gaolbreak1090
    @gaolbreak1090 19 วันที่ผ่านมา

    So I know that this works with landscape objects in theory, but is it feasible? I want to make some custom mountains and I was wondering if I can use this method or if there is a better one for objects of that size?

  • @PPDanYT
    @PPDanYT ปีที่แล้ว

    I pass few hours to convert a sofa, build collision - sitting marker and when i went trying out in game it flew to the ceilling xD. I've put the mass to 120 and it solved my problem. The collision still appear blue-purple in nifskope don't know why...I may have done something wrong in chunkmerge (sse). Anyway, thank you for this tuto !

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      To prevent the flying away part, you can either have the mass high like 120 to prevent it from moving, or in the BSX Flags uncheck bit 6 Dynamic. I would recommend unchecking Dynamic unless you have a need for it to compute movement physics and not be stationary.
      The collision color is related to which collision layer is used. STATIC will show red, CLUTTER will be blue, and ANIMSTATIC will be the purple. The layer effects what other objects will collide with it.

    • @PPDanYT
      @PPDanYT ปีที่แล้ว

      @@JonathanOstrus It was situational...sofa docked to a wall - cmd 2 follower to sit then it started "spasming" and flew, pretty funny. Thanks for further info, still alot to learn

  • @magarichH
    @magarichH ปีที่แล้ว

    Is there a guide how to do it for a static model? I don't have a havok 3:04

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Even on static objects it should be there. Though the selected mesh needs to be supported. The only ones I know of that are is NiTriShape (Skyrim) and BSTriShape (Fallout4).

    • @magarichH
      @magarichH ปีที่แล้ว

      9:05I have red squares@@JonathanOstrus

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@magarichH Kind of hard to troubleshoot that. The simplest thing I could suggest as a test is to make a copy of the file. Remove the entire collision tree. Then see of Elric will process the NIF without collision. If that fails then you need to figure out what's wrong with the file to start with. If it succeeds then I would attempt the collision all over again. Might have been a step missed or something. Such as re-ordering the blocks or something. Short of that I would suggest hopping into a modding forum or Discord with users familiar with NifSkope specifically. Some of those may have users willing to look at your file and help identify where the issue is.

  • @HarraYT
    @HarraYT ปีที่แล้ว

    I just cant seem to get this to work, I add the havok collision and in-game the model turns into a red exclamation mark... edit: forgot to put it through elrich lol

  • @magarichH
    @magarichH 11 หลายเดือนก่อน

    Good afternoon, I made a model of a tank and everything works but in the editor it is tiny and I enlarge it through s but the enlargement is limited

  • @ElenaBG3
    @ElenaBG3 ปีที่แล้ว +1

    I downloaded the nifskope dev 10 in your descrption, but it's still Dv 7, and can not find the Havok when right click on the mesh. Any way to make it work? thank you

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว +1

      Not sure what to say. I re-downloaded it just now to confirm. Inside the Nifskope.2.0.Dev.10.7z is the Nifskope.exe which is dated 3/11/22. So if you extracted all of the files and that is not what you have I have no idea what's going on. If that is what you have, then if you run the Nifskope.exe directly it should in fact state Dev 10. If you're just double clicking a nif file to open it and you're getting Dev 7 then you have Dev 7 installed somewhere else and that is set as your associated application. You would need to replace that.

    • @Astrawboy_NameAlreadyInUse
      @Astrawboy_NameAlreadyInUse ปีที่แล้ว

      @@JonathanOstrus Oh, I figured it out. I just had to close all instances before using different versions. And the problem happened with Dev 7 for me too. So that sounds like the source of the issue. I guess it's better without Winroll or I don't know.

    • @kulusic1
      @kulusic1 ปีที่แล้ว +1

      Close all instances of nifskope and delete the folder that has Dev7, run the version with dev10.

  • @JonathanOstrus
    @JonathanOstrus  ปีที่แล้ว +2

    Corrections and additional info: convex bubble / stationary objects / Skyrim
    Regarding the convex bubble mentioned. You can reduce the bubble size by changing the radius from 0.05 to 0.01 on the ConvexShape right under the material choice.
    Regarding stationary objects. If you want everything in your file to remain stationary and not move then *do not* set the dynamic flag on the BSXFlags. That allows for the motion solver to move it. At which point the mass is taken into consideration. If your file has some parts you want stationary and some parts you want to have movement then setting dynamic and adjusting the mass to have differing values on separate rigid bodies would be a possible solution. But that's a much more advanced topic outside the scope of this video.
    For Skyrim collision I'm told that only convex hull will work. Also you would skip the Elric part as that is specific for Fallout 4 to compile the collision to binary data for the game engine. For Skyrim you would just pick an appropriate Skyrim material and once you reorder blocks and save you should be ready to put it in Creation Kit.

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@solomonlokles2386 I'll assume you're doing the ground object nesh. Passing through it usually means it's on the wrong collision layer. It needs to be on static. Not falling to the floor usually has to do with not having a mass. Beyond that it's not really something I could troubleshoot with you here. I would suggest joining a Discord server that has a channel for missing help. Preferably for NitSkope but others may be able to assist. The xEdit Discord is usually helpful as is Ousnius (maker of Body Slide). xEdit's invite link is on the top right corner of the window when you open it if you need it.

    • @1lllllllll1
      @1lllllllll1 10 หลายเดือนก่อน

      So I guess since skyrim can’t really handle concave shapes, you’d have to split a complex model into multiple meshes and follow the other tutorial, combining multiple convex hull collisions, right?

    • @JonathanOstrus
      @JonathanOstrus  10 หลายเดือนก่อน

      @@1lllllllll1 It's not a Skyrim or Fallout limitation. It's the definition of what a convex hull is. And in the context of what it encapsulates. If you have large spread out parts then you'd need to chop it up and create a hull for smaller parts so it doesn't encapsulate the whole large single object. The advanced version of this video th-cam.com/video/awGP7cIBKtI/w-d-xo.html demonstrates that.

  • @赵海峰-e1h
    @赵海峰-e1h ปีที่แล้ว

    So cool, can I request to reupload video on the Chinese website Bilibili(Link this video)?

  • @J_B-mo4oo
    @J_B-mo4oo 9 หลายเดือนก่อน

    At the right click drop down click on havok part ,, my drop down list does not have that option

    • @JonathanOstrus
      @JonathanOstrus  9 หลายเดือนก่อน

      The Havok entry on the menu only shows up for compatible shape types. Is the shape a BSTriShape or NiTriShape? Or something else?

    • @alundraandseptimus
      @alundraandseptimus 6 หลายเดือนก่อน

      @@JonathanOstrus We meet again ha ha. So I also don't have this option, my Nif is an outfits GO, so it has BSTriShapes but I don't have the havok menu either. I came to this tutorial to learn how to draw collision boxes and make my outfits use physics so they can go through builders...not sure how to proceed. Can you help at all?

  • @davidfitzpatrick9771
    @davidfitzpatrick9771 3 หลายเดือนก่อน

    Exporting a mesh as a .obj and importing it as a collision mesh causes the game to crash when i get close. It shows up correctly in nifskope but does not show the black outline in the Creation Kit? Anything obvious jump out at anyone that could be an issue?

    • @JonathanOstrus
      @JonathanOstrus  3 หลายเดือนก่อน

      @@davidfitzpatrick9771 first thing that comes to mind is if the collision later is incorrect. Or any number of other settings.

    • @davidfitzpatrick9771
      @davidfitzpatrick9771 3 หลายเดือนก่อน

      @@JonathanOstrus Thanks for the reply. I got it sorted. Days later but minutes after this comment... Didn't realize NifUtilsSuite would just create one from an existing mesh with gaps characters can walk through. The shape is reasonably complex so would have preferred a lower poly collision mesh but if it works I'll take it for now and move on. Getting stuff out of Blender and into Skyrim has been surprisingly complicated. Have a good one 0/

  • @tanadorthekingslayer6695
    @tanadorthekingslayer6695 ปีที่แล้ว

    Nice tutorial, subscribed, where can find this elric - bethesda asset optimiser program?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      If you installed the Fallout 4 Creation Kit it's in the tools folder.

  • @areagamer5098
    @areagamer5098 ปีที่แล้ว

    I have followed the tutorial until min 3.00, but I can't get any further.
    When I right click on my shape I get no Havok displayed in the dropdown menu.
    What can be the reason for this.

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      The only reason that readily comes to mind is that the shape isn't a NiTriShape or BSTtiShape

  • @RagnarrBjorn
    @RagnarrBjorn ปีที่แล้ว

    Very cool, thank you for making this. I do have one question though, what if you have a model with more parts to it? Which way would be the best way to add collision to all the parts of it?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว +1

      The rigid body can support multiple shapes. To do that you need a bhkListShape node as the rigid body's shape. Then you set the list up to point to each of the collision shapes. You can also mix and match the shape types (primitive, convex hull, strips, compressed mesh) and materials. A simple way to get the list shape in and primed is to just add another convex hull (even if you're going to remove it). Then when it asks to add or replace choose to add it.
      You can also get a bit more advanced and place each shape under it's own NiNode. And then have that NiNode be the target for each collision. You end up with multiple rigid bodies that way.

    • @RagnarrBjorn
      @RagnarrBjorn ปีที่แล้ว

      @@JonathanOstrus I am a total noob at this. . . Is there any chance you might be willing to make a video to walk people like myself thru it? I tried to put all the shapes under one NiNode, but it doesn't seem to want to work for some reason.
      Edit: Never mind, I had a friend explain it to me, and now I can put collision on multipart models. Thanks again for making and releasing this video! You're a true hero. :)

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@RagnarrBjorn You might be interested in this still th-cam.com/video/awGP7cIBKtI/w-d-xo.html

  • @PPDanYT
    @PPDanYT ปีที่แล้ว

    Hi, you helped me figure out a problem a month ago and maybe you can help once more. I created a rotating platform (animated nif) but the coliision is half working. I can stand on it but the rotation do not apply. I checked in nifscope, the collision box rotates with the obj, tried various bsx flags combo with both dynamic/static collision. The only way it work is with jaxonz positionner mod. As soon the obj is selected or moved, the platform work as intended or so (rotates on 1 axis without affecting where you are looking like if you would do a circle with keyboard keys not touching the mouse (if that make sense)). Start thinking it's not a nif but obj type problem in the esp. Another question for niTransformInterpolator, are the transform data keys as to be writing manually or auto compile with or run a xml script (1000+ keys) ? Sorry for the long comment, i have searched alot, Nifskope(tools) instructions are not very detailed and don't know where to refer :/

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Sorry for the late reply. Didn't see your comment alert. Anyway, I have no experience with animated NIF files. So I can't really say what's going on. I have heard of other people having issues with collision on animated files. The best I could suggest if finding a Discord server which has some people familiar with animating NIFs that might be able to assist. I suspect it has something to do either with flags on something or where certain parts of collisions are located in the branch node hierarchy.

    • @PPDanYT
      @PPDanYT ปีที่แล้ว

      @@JonathanOstrus No worry.. I figure it was a flag compared with game assets. I went further since adding activator and stuff but tuto's are still hard to find.

  • @MoeTheMonk
    @MoeTheMonk ปีที่แล้ว

    Thanks for the tutorial. I was wondering if there's any way to edit collision of npc and creature models/skeletons? I'm interested in making a mod that allows larger creatures like deathclaws and sentry bots to move indoors without getting stuck on everything? Is that possible?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      There might be but I'm not informed about that.

  • @axelriusbnr2581
    @axelriusbnr2581 10 หลายเดือนก่อน

    Im stuck at elric, i got red, not green. turn red and show“Error: Mesh source is not relative to a *Meshes folder.” what did i do wrong? but when i tried it with vanilla go for testing mesh its green. i did reorder block before.

    • @JonathanOstrus
      @JonathanOstrus  10 หลายเดือนก่อน

      That message tells you exactly what the problem is. The place where you put the .nif file is not under a folder called "Meshes" which is a requirement for Elric to process it. So let's pretend your work folder id D:\Mods\MyNewMod. You need to have a Meshes folder somewhere in there and then your nif after that. Like D:\Mods\MyNewMod\Meshes\MyNewModel.nif. You could also have a full structure like where it would be in the game data folder. So something like D:\Mods\MyNewMod\Data\Meshes\MyModName\Weapons\MyNewGun.nif

    • @axelriusbnr2581
      @axelriusbnr2581 10 หลายเดือนก่อน

      @@JonathanOstrus THANKS THAT WORKS. NOW ITS GREEN

  • @GJGamingBro
    @GJGamingBro ปีที่แล้ว

    in skyrim the obj method doesn't work at all, it rather crashes the game or the collision doesn't appear, did everything exactly as shown in the video.

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว +1

      That is correct. The OBJ import only works for fallout 4. Skyrim requires a MOPP compressed mesh tree instead of a NiTriShape one which the import produces. I'm sorry if that wasn't clear in the corrections from the pinned comment.

  • @hawarimuh8527
    @hawarimuh8527 ปีที่แล้ว

    Is this just me or "show collision" option never worked for me. I tried to make collision by adding bsxflag and havoc but nothing showing up, and testting from another nif mod and when i click show collision still wont showing up.

    • @dieselboy7138
      @dieselboy7138 4 หลายเดือนก่อน

      I had same problem, then I noticed in his video he has the little red ball bouncing off object "icon" at top highlighted, I did the same and it took a while to load collision framework(blue loading circle for a few minutes then it worked.

  • @nyhuf
    @nyhuf ปีที่แล้ว

    I just want to add collision to my custom made meshes for skyrim. and i have 2 questions.
    First; I didn't get the second part. Importing to OBJ? Why? I don't play Fallout4 so it might be something about that game or maybe i missed a part cuz i haven't sleept yet.
    Second; I tested my meshes with only "add havok" option on nifskope and it works without an issue. Being able to add havok to an item with such ease is suspicious to me. It must have been harder than this. Because it is bethesda's SKYRİM! Or maybe i am just being a bit paranoiac, idk.
    Thanks for the vid!

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Skyrim collisions are a few steps easier than Fallout 4. So if you got it working with fewer steps I'd say you did it correctly. The only collision you can create from NifSkope that won't work in Skyrim really is the one created by importing an OBJ file as collision.

  • @jkruse05
    @jkruse05 ปีที่แล้ว

    Just tried this for the first time, using the basic convex method for Fallout 4. Worked great in-game, results are just what I needed. However, I don't get a preview of the collision mesh after generating one in Nifskope, and I have a very different list of materials. Is there something I need to set up to get those showing?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Like the material names are just different or they're for another game?

    • @jkruse05
      @jkruse05 ปีที่แล้ว

      Not sure tbh. I used one called Material_Metal and that seemed to work, so probably just different names.

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@jkruse05 ya you're good. I had updated the xml since I did the video and used the shorter names that are found in the plugin. Some people had commented to me about it being hard to figure out what to use because they were so long.

    • @jkruse05
      @jkruse05 ปีที่แล้ว

      @@JonathanOstrus Sounds good. I did several today. Took a little trial and error to get good shapes, but I got good, usable collisions for everything in the end. Really happy that this works.

  • @maulerbeam1923
    @maulerbeam1923 3 หลายเดือนก่อน

    These keep popping out as sceen roots in outfit studio then crash the program, help?

    • @JonathanOstrus
      @JonathanOstrus  3 หลายเดือนก่อน

      You're probably going to need to find a modding Discord server where you can post screenshots to get help with that.

    • @maulerbeam1923
      @maulerbeam1923 2 หลายเดือนก่อน

      It’s ok I fixed it.

  • @zzy1038
    @zzy1038 ปีที่แล้ว

    When I convert the file by Elric, it shows a bule box and then CTD, and in the game the world model is a translucent exclamation mark. If I just simply copy a bhkNPCollisionObject (not bhkCollisionObject) branch from another .nif file to my .nif file, my file will show green box in Elric and work correctly in the game, and the collision bounds is same as the another .nif file. It seems the bhkCollisionObject cannot work in my Fallout4 game?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Are you using the nif.xml I linked in the description, or the one that came with the NifSkope download? They are different and I made tweaks to default values in the one I posted.

    • @zzy1038
      @zzy1038 ปีที่แล้ว

      ​@@JonathanOstrus ​Yes, I use Nifskope 2.0 dev10 and nif.xml provided in the description. I notice some difference between my project and the video.
      First, after creating convex shape, there is no yellow or red meshes that is shown in the video. Second, in the block detail of bhkRigidbody, there is no grey options of OL FOL SKYL FO76, but the FO4 exists and is same as the video. If use nif.xml provided by Nifskope, it will be SKY here. Third, in the Material options of bhkConvexVericesShape, the format of mine is DLCxxMaterialxxxx and Materialxxxx, not FO4_HAV_MAT_xxxx showed in the video.

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@zzy1038 Yea I later changed the nif.xml since the video was recorded which had the material names changed from being overly long to the same names that are found in the game master plugin under "Material Types" as a request from some mod groups. Some of the names were really long and cut off. I realize that might cause some confusion but I would hope that because the names are shorter (thus more easily read) if should help with finding the one that people want. FO4_HAV_MAT_STONE is now just MaterialStone and similar.
      The greyed out options are considered the "non applicable" and can be toggled. You can goto the View menu > Block Details > Show non-applicable rows. Make that checked.
      If you're not getting the red or yellow mesh outline from the collision then something isn't working right. I can't really troubleshoot that without having the original file you're working with to try and replicate. I'd need to see the workflow you're using and then review all the properties of each node it creates. There's quite a lot of things that have to be "just right" for it all to work using 3rd party tools instead of the official BGS ones.
      If you want to find me on Discord I use the same name as here just without the space and can take a look at the file in question. I'm in many of the popular Discord modding servers.

    • @zzy1038
      @zzy1038 ปีที่แล้ว

      @@JonathanOstrus I have solved my problem.
      My .nif files have too many triangles, so I increase max roundoff error to 0.75 when creating convex shape, and I gets the yellow/red collision mesh.
      Then the .nif file path for Elric converting should not have UTF-8 code. After I making sure it only have English folder name, converting works correcly in Elric. Now I get a correct collision, and it works in game.
      Thanks for your patience~

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@zzy1038 Ah yeah. In the last few days I've been playing a lot more with different shapes. Turns out if you have really complex shapes with lots of varying edges it can get a little crazy. It does take some experimentation. I found that sometimes I might even jump up to 1.0 to get a really rough shape on some things. Though then it ended up putting the collision vertices inside the shape. So then I needed to play with the radius get get the produced shell bumped out to where I wanted it.
      I wasn't aware that Elric had issues with UTF-8 path names. Though all of the stuff I test with have been standard ANSI or ASCII because other tools I use don't like UTF-8 either. So that would explain why I never ran into it.

  • @segapop469
    @segapop469 10 หลายเดือนก่อน

    Hey, it looks like the download for the XML has been taken down

    • @JonathanOstrus
      @JonathanOstrus  10 หลายเดือนก่อน

      Thanks for the heads up. I updated the link and put it on GitHub so it shouldn't happen again.

    • @segapop469
      @segapop469 10 หลายเดือนก่อน

      Many thanks!

  • @adambodnar5490
    @adambodnar5490 ปีที่แล้ว

    Is this tutorial apply to weapon collision as well ?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      Not directly. Most weapon collisions use box primitive shapes. Which technically could be made in nifskope but it's tedious and not intuitive. I'm fairly sure convex hulls should work on weapons too but I've never used it. If you have Skyrim you could look at the cross bow. I'm pretty sure that uses convex hull and could give you an idea of how it would look for fallout 4 before processing with elric.

    • @adambodnar5490
      @adambodnar5490 ปีที่แล้ว

      @@JonathanOstrus I was actually using obj method and it relatively works only problem that i can't find sound fo drop heavy weapon.

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      @@adambodnar5490 obj import produces a mesh collision which is very expensive performance wise. For the purpose of weapons it's totally unnecessary to have such a precise type. While it may work it's generally discouraged.
      Regarding drop sound. There's 2 types sort of. For when you pickup/drop from inventory there's a sound specified in the .esp plugin on the weapon or armor record. For when it's out of inventory on the ground being moved around or whatever it uses the material type specified in the collision data. IE metal, wood, etc.

  • @Frafrixi
    @Frafrixi ปีที่แล้ว

    Hello Jonathan I hope you can help me with an issue I'm having. I tried to follow your steps but when I try to see the collision red grid line that it shows in this video, for me it's not working :( and I don't know why. I have both nifskope 2.0 Dev 10 and also downloaded your nif.xml I also tried doing a collision with the exact same clock on the video but in my case I cannot show those red grid lines even if I click the bouncing ball in NifSkope. I believe my issue could be related with NIF.xml as I'm not sure I installed it correctly. I just replaced the nif.xml from the main folder where the executable nifskope program is but I'm not sure this is the right way to install that nif.xml and as you mentioned on this video that XML handles for material types and collision layers so that's why I think that's what I'm missing but don't know how to fix it.
    To resume it. Those red lines showing the collision in your video do not appear at all on my end.
    I appreciate if you can help me with it. Tried on Google but there's not much info about that. I'm a newbie with nifskope

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว +1

      Only 3 reasons I can think of for collision to not show up.
      1) if you don't have collision in the file
      2) if the collision is already processed through elric which is then a format NifSkope cannot show
      3) collision highlight is disabled.
      For #3 look for the Red gear shifting looking icon to the right of the lightbulb in the toolbar. Or right click the toolbar for a menu list with text. Ensure that is on, try toggling to see if that makes a difference. If that doesn't do it then it's likely either there isn't any or it's not a format NifSkope can handle.
      I just thought about another case which is for certain shape types. I believe cylinder, or maybe it was capsule, doesn't show. But the others like convex hull, box, sphere, or mesh should.

    • @Frafrixi
      @Frafrixi ปีที่แล้ว

      ​@@JonathanOstrus Thank you for your reply. And I believe is reason number 2 kind of. I didn't process it with Elric but instead I used the original collision of the game. All I did was using BAE and extracted the Alarm Clock directly from the game but didn't know those collisions that appear in the object do not show up in nifskope (Sorry for that I'm still learning it). So what I did is using that original alarm clock file and I deleted the BSXFlags and also the bhkNPCollisionObject that came from the game, after deleting those 2 blocks I only had the BSTriShape of the Alarm clock so I right click on the clock and selected "havok" > Create convex shape as you did on your video and now I was able to see those red grid lines.

  • @segapop469
    @segapop469 ปีที่แล้ว +1

    Tysm! This was so helpful!

  • @strashakua
    @strashakua ปีที่แล้ว

    3.48 I have material for Skyrim, how to make it for Fallout 4?

    • @JonathanOstrus
      @JonathanOstrus  ปีที่แล้ว

      The material shown will depend on what type of NIF is loaded. If you're seeing Skyrim material names as selectable then one of 2 things is going on. 1) You aren't using the correct XML which adds the Fallout 4 materials. Or 2) You loaded a NIF created for Skyrim.