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Collisions imported from "Import .OBJ as Collision" cause a crash on Skyrim. #28
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It's meant for FO3/FNV, and also FO4 (with Elric). There are only a few bhkNiTriStripsShape collisions in LE, and they were essentially a developer mistake/leftover. I don't remember offhand the status of bhkNTSS in SSE but they were either re-processed to remove strips (because SSE in general no longer supports strips) or they do still work but you just didn't set your rigid body or other settings correctly. In any case if you really want to investigate it more you can search all the vanilla files for |
Thank you. The File Checker is useful. Could you add a collision from a mesh that be usable with Skyrim? |
I realize this issue is really old. But I ran into a related thing today. When importing a .OBJ as collision, or for that matter manually adding the bhkNiTriStripsShape from scratch, the binary data in the "Unused 01" is random and not zeroed out. This causes Elrich to crash for Fallout 4. By changing the line in the nif.xml It's worth noting that this behavior seems to be the same for any field marked as binary data. It will not zero it and leave it with whatever random memory was there when allocating space. |
"Import .OBJ as Collision" may still be in testing. Is this a function that cannot be used with Skyrim?
Cause a crash when loading a mesh with collisions created with this feature in Skyrim.
I tried to set it exactly the same as a working collision, pack TriStrips, recreate a collision mesh for import, and everything else failed.
I guess that bhkNiTriStripsShape itself has a problem.
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