Can't say for sure without seeing all of it, any maybe still couldn't say for sure even then, but don't those other nodes mostly belong "inside" of the "Scene Root" branch instead of "on the same level" as it?
I know statics usually work a lot differently from worn items, weapons or similar, but I still wouldn't be surprised, if the hierarchy resulting from this NIF tree is more or less pretty bogus.
Anyway, if you use Blender I found a very easy way to make complicate collisions. The collisions always worked for me. Copy the collision from meshes/dungeons/ayleidruins/exterior/arstairs01.nif (I always use this one) into a copy of your nif and attach it to 0 NiNode. Open this nif in Blender, select your mesh and select the collision object so it has the brighter pink. Now join the both and your new collision is made. Just do some more tweaking if needed. After saving you have to copy your new made collision from the new nif back into your original nif, attach it to 0 NiNode and set the right materials.
I forgot. When you make the collision in Blender, remember that the stairs collision should better be moved further away from your mesh before you join them, so you can delete the stairs afterwards again.
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I know statics usually work a lot differently from worn items, weapons or similar, but I still wouldn't be surprised, if the hierarchy resulting from this NIF tree is more or less pretty bogus.
The collisions always worked for me. Copy the collision from meshes/dungeons/ayleidruins/exterior/arstairs01.nif (I always use this one) into a copy of your nif and attach it to 0 NiNode. Open this nif in Blender, select your mesh and select the collision object so it has the brighter pink. Now join the both and your new collision is made. Just do some more tweaking if needed. After saving you have to copy your new made collision from the new nif back into your original nif, attach it to 0 NiNode and set the right materials.
I forgot. When you make the collision in Blender, remember that the stairs collision should better be moved further away from your mesh before you join them, so you can delete the stairs afterwards again.