Known issues: • Either I’m missing something or even the newer tools we have still cannot assist in removing collisions for furnishings placed by CDPR. • Form over function; hands and arms clip through the wall when showering.
Possible issues: • This work was authored with/for path tracing enabled. Some weird stuff could happen or look awkward without all the fake like lights placed by CDPR.
The situation with emissives was a real disappointment when I last worked on the apartment as the available options had a mishmash of fixed intensity and colours.
Unless something has changed since then, there is unfortunately no in-place solution for this matter, let alone a player facing one.
Regarding your pinned comment, can you not remove the collisions with ArchiveXL and RedHotTools (that's what I did for collision meshes in my OpenNC mod)?
Nope. World Inspector isn’t picking up anything. At this point it would be more efficient for me to acquire the list of known sectors and IDs of collisions, specifically for the couch and coffee table area.
Hmmm, that's super odd. There's been a couple of times where I've went to delete a collision mesh for a gate or something and it's also deleted the collision for a section of road. Might be the case that the collision meshes for the table etc are part of the collision mesh for the floor :/
collision is a pain in this apartments, its all connected, so it needs to be done though previewing sector with wolvenkit and removing specific actors, so i decided not to touch it at all and came with this idea of a pull and "wardrobe". i think its already pretty fine, maybe i will do something with it, if mod will need to be updated.
I wouldn’t be surprised to discover that unremovable collisions are the reason why barrels returned in this mod. It’s unfortunate because it puts modders on rails, like you must place the couch and the table there or else.
I've been able to remove many collision nodes inside of apartments, and (at least as far as I've seen) they don't tend to be massive, interconnected types when inside of a home.
However, they won't show up with scans. You need to use the first tab of RHT to hover over the area, placing the collision center-screen, then it'll register the ID. And make sure you haven't placed new objects or it will pick up their ID instead.
There's also the option to re-add collison if you have to remove a larger piece.
It's not an ideal system, but it does work in a lot of cases.
Sentiments: • This is where I want to be chilling and listening to online radio, after a long day of burning synapses all over NC. It’s so comfortable that I forget I’m in Heywood. • Moving objects or lights during construction and watching as the the room is bathed with colour and penumbra shadows, has elevated my love for path tracing. When the morning sun casts deep penumbra shadows into the living area… mhmm.🥲 • The state of path tracing in various games at the time that this mod is published is such that objects missing in the BVH (like the balls on the pool table missing shadows or Smart Frames and various displays not being reflected properly when off-screen) are immersion breaking. This shouldn't be a problem for future titles.
18 comments
• Either I’m missing something or even the newer tools we have still cannot assist in removing collisions for furnishings placed by CDPR.
• Form over function; hands and arms clip through the wall when showering.
Possible issues:
• This work was authored with/for path tracing enabled. Some weird stuff could happen or look awkward without all the fake like lights placed by CDPR.
Unless something has changed since then, there is unfortunately no in-place solution for this matter, let alone a player facing one.
The mission to create a cozy home worth booting up the game for, just to chill in and soak up the ambience has been accomplished.
Navigate to: archive\pc\mod
Make a text file and paste the following in it:
---
streaming:
sectors:
- path: the_glen_neokitsch\sectors\the_glen_neokitsch.streamingsector
expectedNodes: 236
nodeDeletions:
- index: 176
type: worldMeshNode
Save the changes and rename the file (including extension) to: the_glen_00_neokitsch_decontent_pillowdelete.xl
I suggest this file name because it places the .xl file above this mod's base files.
and IDs of collisions, specifically for the couch and coffee table area.
Ach, sorry I can't be of more help mate
However, they won't show up with scans. You need to use the first tab of RHT to hover over the area, placing the collision center-screen, then it'll register the ID. And make sure you haven't placed new objects or it will pick up their ID instead.
There's also the option to re-add collison if you have to remove a larger piece.
It's not an ideal system, but it does work in a lot of cases.
• This is where I want to be chilling and listening to online radio, after a long day of burning synapses all over NC. It’s so comfortable that I forget I’m in Heywood.
• Moving objects or lights during construction and watching as the the room is bathed with colour and penumbra shadows, has elevated my love for path tracing. When the morning sun casts deep penumbra shadows into the living area… mhmm.🥲
• The state of path tracing in various games at the time that this mod is published is such that objects missing in the BVH (like the balls on the pool table missing shadows or Smart Frames and various displays not being reflected properly when off-screen) are immersion breaking. This shouldn't be a problem for future titles.