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Issue Data
Status: Fix Pending
Issue Type: Bug Report
Project: Unofficial Oblivion Patch
Component: Vanilla Game
Category: Meshes
Assigned To: Nobody
Platform: All
Severity: Normal
Votes: 0
Watching: N/A
Opened By SigurdStormhand on Apr 24, 2026 7:27 pm

Issue #36496: Fixing the Talos Bridge Collision

 
Pursuant to this thread: https://www.afkmods.com/index.php?/topic/10512-fixing-the-talos-bridge-collision/

So, as we gear up to release the next version of the UOP, I've been trying to get to the bottom of this.

This is an attempt to fix/mitigate the ongoing issues with the Talos Plaza Bridge collision. The basis for the new fix was going to be to add slopes to both ends of the collision boxes to give something for NPC's to walk up if the collision "rises" above the level of the bridge. In the process of exporting and cleaning up the new nif I discovered that the NiNode the collision is attached has a translation applied that lowers it about 24 Todd units. I then checked both of the Talos Bridge meshes and discovered that their collision meshes have a point-of-origin -256 units on the Z axis. Collision point-of-origin is different to NiNode translation, but these discrepancies could explain why the bridge collision "drops" and the collision box "rises".

It doesn't explain why the placement in these specific cells causes the issue, but it's at least a partial explanation.

So, fix will involve two parts:

1. New bridge meshes with collision meshes with an origin of 0,0,0, with updated bounds and MOPP code.

2. The pre-planned new collision box with sloped ends, but now with properly centred ni-nodes with no translation applied.

Hopefully, fix #1 will stick, but if it doesn't, then the sloped collision meshes will work as mitigation and should stop the player/NPC's from falling through the Talos Bridge.



Attached Files:

UOPTalosBridgeFix.7z