Fallout New Vegas

To patch custom meshes for this mod, you will need NifSkope installed. Below is a visual overview of the layout terms I will be using:


1) Open the unpatched mesh in NifSkope, alongside one of the meshes from this mod to use as a reference.

2) Check if the unpatched mesh already has collision. The mesh would be outlined in the Render Window (could be any color) and some type of collision object would be present in the Block List (to check, you will have to expand the BSFadeNode and all NiNodes if present). If the mesh has no collision, skip to step 4.

3) If the unpatched mesh has collision, right-click on the BSFadeNode and select "Node > Attach Node > NiNode." Select the newly created NiNode in the Block List, then find the Name field at the top of its Block Details list. Click the icon that reads "Txt" under the Value column and enter a name. "CollisionDummy" will suffice. If that name is already being used, call it "CollisionDummy:1" or anything else, it doesn't really matter.

4) Check if the unpatched mesh has a BSXFlags node. If not, add one by right-clicking on the BSFadeNode and selecting "Node > Attach Extra Data > BSXFlags." Select the BSXFlags and in its Block Details, click on the flag icon in the Integer Data field. Ensure that "Bit 1: Havok" is checked. If your mesh already has collision then check "Bit 3: Complex."

5) Locate the bhkSPCollisionObject block in the reference mesh. Right-click it and select "Block > Copy Branch."

6)
In the unpatched mesh, right-click on the BSFadeNode (if you created a dummy NiNode in step 3, right-click it instead) and select "Block > Paste Branch." Make sure that the Target field for the bhkSPCollisionObject is pointing to the BSFadeNode/NiNode and the Collision Object field for the BSFadeNode/NiNode is pointing to the bhkSPCollisionObject.

7) You probably want to resize the collision box. Expand the bhkSPCollisionObject and its child nodes and select bhkBoxShape. Adjust the values in the Dimensions field to your liking.

8) You're done! As should be done after editing any mesh, the final step is to go to "Spells > Sanitize" in the toolbar (at the top of the window) and run Reorder Link Arrays, Collapse Link Arrays, and Reorder Blocks. Save your mesh, and if you patched the Keywords INI properly then it will be working in-game.

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DuncanWasHere

1 comment

  1. TechedOdin6
    TechedOdin6
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    What if there isn't a bhkSPCollisionObject, but there's a bhkCollisionObject?