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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Unofficial Skyrim Special Edition Patch
Category: Meshes
Assigned To: Sclerocephalus
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By DMagnus on May 5, 2019 7:39 pm
Last Edited By Arthmoor on May 6, 2019 12:47 am
Closed By Arthmoor on May 21, 2021 3:08 am
Resolution: Fixed
Comment: Fixed for USSEP 4.2.5.

Issue #26702: Bugged collision data in Dwemer column modified in 4.1.5 (dwermsmcolumnfixed01.nif)

 
So, basic gist: The small Dwemer column, dwermsmcolumnfixed01.nif (which I know was modified in 4.1.5 to correct the collision mesh's shape) has a much more significant problem now, that being it now has NO collision. The collision mesh is there but is utterly ignored by the game for some unknown reason, allowing you to walk straight through them like they're not even there:

https://i.imgur.com/RDdrOuK.jpg

This was taken in a mod dungeon, but I checked a vanilla one as well and it was no different. To make absolutely sure it wasn't any other mod overriding USSEP, I extracted the mesh in question to the proper location in the Data folder so it, as a loose file, would override any malformed versions used in other mods, and could still walk through the columns. Overriding the loose USSEP version of the mesh with the vanilla mesh resulted in the columns being solid again. This issue applies to Legendary Edition as well.

Comments

5 comment(s) [Closed]
DMagnus said:
 
After a number of headaches trying to get custom collision working for a model and experiencing this issue in the midst of doing so, I ultimately determined that either an older version of Nifskope (2.0 pre-alpha mainly) should be used to copy-paste collision data into meshes, or the flags need to be adjusted. Based on what I observed in the midst of tooling around with older and newer versions of Nifskope, it seems that for custom collision meshes to work, utilizing newer versions of Nifskope, the nif has to have the Complex flag set, which seems to be what Enable Collision was in older versions of Nifskope.

Sclerocephalus said:
 
You can't do that with Nifskope because you need third party code to compute the compressed mesh shape collision (Skyrim's common format of static object collision) from the actual mesh (which I build manually in Blender): This is usually done with the ChunkMerge tool from the NifUtilsSuite:
https://github.com/skyfox69/NifUtilsSuite

I do collision fixes for USLEEP every once in a while, and if there was something wrong with the general workflow, all of the meshes contributed so far would be broken - but this is pretty unlikely considering that there are a few quite prominent meshes among them. People would certainly have noticed if the High Hrothgar tower had no collision at all, wouldn't they ?

It's more likely that an upload got corrupted or something got mixed up while packing the files for the release.

I attach the Dwemer column mesh submitted to Arthmoor for USSEP 4.1.5.



Attached Files:

USSEP 4.1.5 Dwemer Column Collision Fix.7z

Comment #2 Aug 9, 2019 6:13 am  Edited by Sclerocephalus on Aug 9, 2019 6:14 am
Arthmoor said:
 
The collision on that file you uploaded again is still bad. I can walk right through it. I even just stuck it in as-is without running it through Nif Optimizer this time so it's still in LE format.

DMagnus said:
 
@Sclerocephalus I wasn't using Nifskope to create the collision object. I used 3ds MAX to do so and exported it as a nif, then used Nifskope to copy over the bhkCollisionObject from the exported nif into the custom mesh I had been working on. I've made custom collision meshes a few times in the past using this approach and they've all worked fine, so it mystified me when this same bug cropped up with my custom mesh. I was using a newer (Fallout 4 capable) version of Nifskope and concluded it was at fault in some way, so I decided to try with an older version of the program, and it worked perfectly. But, me being me that wasn't enough, I had to know *why* one worked but the other didn't, so I experimented rather heavily with both versions to try and pin down the reason. That's what led me to discover the newer versions of Nifskope seem to screw up Skyrim collision data if you don't do things a certain way, leading to the issue at hand.

Arthmoor said:
 
A fix for this has been provided, and it's checked out in testing.

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