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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Meshes
Assigned To: Nobody
Platform: PC
Severity: Low
Votes: 0
Watching: N/A
Opened By DayDreamer on Dec 14, 2012 7:22 am
Last Edited By Arthmoor on Sep 24, 2017 3:07 pm
Closed By Arthmoor on Jan 15, 2013 5:05 pm
Resolution: Fixed

Issue #8247: SThe Winking Skeever.nif collision extends well beyond the visible portions of the building.

 
To the left of the Solitude Winking Skeever, next to some barrels, there's an invisible wall. After looting the barrels, you cannot walk directly from the barrels to the Winking Skeever doorway. Instead, you have to swing out and around the invisible wall. It's even more obvious walking from the door to the barrels.

Marked it a little higher priority, since an invisible wall is more irritating than the usual placement error report.

Related Issues: 36638  

Comments

6 comment(s) [Closed]
Arthmoor said:
 
This is a collision issue on the building mesh.

Architecture\Solitude\SThe Winking Skeever.nif

Pics attached.

Hana said:
 
OMGIHATECOLLISION

But I finally won out.

Hana said:
 
Fixed. I hope. Haven't tested in game.

Arthmoor said:
 
Yep, its fixed. In for USKP 1.2.7.

jonwd7 said:
 
This has lower poly collision done by hand. Goes from 7500 polys to <1000. With that said it took nothing short of a miracle to get it working, and my official recommendation is that collision outputted from ChunkMerge is too volatile to be trusted.

Also, found a pretty large seam while testing collision and fixed it.

The thing is with collision, the original collision data has some extra information which is hard for us to duplicate in ChunkMerge without it being a ton of work. For example, the Chunk Materials for this NIF have chunks divided up into "stone stairs" "stone" "glass" and "wood". Both Hana's and my fixes essentially get rid of this and everything is considered stone.

I could break up the collision mesh into separate TriShapes before generating collision and assign the chunks their own materials, but this is even more work than hand generating them.

jonwd7 said:
 
Same as before, but I generated collision in newer ChunkMerge, once I finally could get it working...

Showing Comments 1 - 6 of 6