A real gem. Besides just making those stupid fences less infuriating, I appreciate the more realistic, smaller hitbox. It even makes combat more interesting imo!
There is a pb with this mod and the "Actor collision shape type = Cylinder" setting (OpenMW). When i choose this "Cylinder" setting (in place of "Axis-aligned bounding box) the guard in the boat (at the very begining of the game) doesn't come to me: he doesn't move. This is due to the xbase_anim.nif file in the mod. If i don't use this file, it's ok. I think the same solution must be applied to the 2 other xbase_anim* files in the mod. (If we want to keep the "Actor collision shape type = Cylinder" setting, of course) Days ago i met 1 or 2 rats, in interior cells, who didn't move. I suspect that was the same pb... (edit: no, it's another thing)
Works great for me on openmw - without cylindrical actor collisions. When I use the stock base_anim I have trouble getting past certain NPCs that I can bypass using the included one from here. :shrug:
This mod is such a blessing, especially in Under-Skar. Finally, no more being blocked by Redoran guards on the walkways! It's just such a good QOL improvement - so much that I doubt I would be able to go back to playing without it!
Thank you for this essential mod!
PS: tested in OpenMW 0.47 / 0.48 - everything works perfectly
This mod isn't going to cause a mesh to be missing, so something else must be having issues. ORI should tell you what esp is responsible for the object as well, so that's a good place to start.
It's not. That's a Friends & Foes NPC. So either his body, his head, or some item of his gear has a bad mesh. You should save & kill him and find the actual problem. This mod gives all actors a smaller hitbox which why it shows up like that, but if it was this mod ALL NPCs would be that way.
53 comments
Besides just making those stupid fences less infuriating, I appreciate the more realistic, smaller hitbox. It even makes combat more interesting imo!
This is due to the xbase_anim.nif file in the mod. If i don't use this file, it's ok. I think the same solution must be applied to the 2 other xbase_anim* files in the mod.
(If we want to keep the "Actor collision shape type = Cylinder" setting, of course)
Days ago i met 1 or 2 rats, in interior cells, who didn't move.
I suspect that was the same pb... (edit: no, it's another thing)It's just such a good QOL improvement - so much that I doubt I would be able to go back to playing without it!
Thank you for this essential mod!
PS: tested in OpenMW 0.47 / 0.48 - everything works perfectly
I'm playing openMW and checked the console with ORI and it was meshes/xbase_anim.nif is the mesh that's missing.
RefID: aa_ashlander_chitin_m
Model: meshes/xbase_anim.nif
(DIR: E:/games/OpenMw/Mods/Fixes/RopeFenceFix)
Any idea why it's looking at your mod for a mesh?