Without Collision Meshes, True Crouching will still work, but you won't be able to crawl under most objects.
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File credits
KiCHo666 KaneWright
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Changelogs
Version 1.6.4
Re-exported parking lot lights meshes to fix the crash.
Version 1.6.3
bushulkfrontstatic01.nif,nvdlc04bushulkfrontstatic01.nif - improved CM, fixed destination sign texture.
businterior03.nif - restored destination sign.
antennaresidential(01-03).nif - added missing CM, fixed missing doble-sided surfaces.
electricitypylon03debris.nif - removed panel that prevent player from getting stuck(JIP "bSneakBoundingBoxFix" now in recommended mods).
shackstairsreg(left01.nif,right01).nif,metroentrance01.nif,radiotower(01,02).nif - improved CM(Sync with FO3 version).
Version 1.6.2
More accurate CM for mansion rugs to fix incompatibility with New California and potentially other mods.
Version 1.6.1
novac_motel.nif - restored troughs which were cut with FNV updates.
Datailed multimaterial CM for: novac_motel(02,03).nif,novac_sign.nif,junkwall(01,02,03,04,corner01).nif
vikkivancesign.nif - fixed CM orientation.
Fixed issue with reloadingbench invisibility.
Included fix for White horsenettle plant that disables physics.
Very minor progress with ruins.
Revised some old meshes.
Version 1.6.0
Mountains\Boulders\Rocks - improved CM,220 files (landscape\nv_rocks and landscape\rocks folders).
ductbld05str(01-03),officelettercubbytop01.nif - improved CM.
canyoncavesentrance03anvblk.nif - removed CM duplicate.
canyoncavesentrance03bnv.nif,rockcanyoncluster01.nif - added missing CM.
nvboulder01.nif - removed invalid animation.
geneprojector01.nif - removed animation, added missing CM.
basketball.nif - changed CM material to MAT_RUBBER_BALL(like vanilla).
Old World Blues railings,some furniture and stairs.
Objects in quarryjunction area.
Highway signs.
Version 1.5.2
rwcornerstone(01,02)_nv.nif,cl_soldierstent01.nif - slightly more accurate CM
nvbuffalogourd.nif - improved CM, smoothed mesh(64 to 207 vertices)
garbagecanurban(02,03).nif,nvdlc01_garbagecan(b).nif - now possible put items inside through a hole
garbagecanurban01.nif - changed CM material to MAT_HOLLOW_METAL
campfire(01-04).nif,campgrill01.nif - improved CM, properly set CM material
camplog(01-03).nif - changed CM material to MAT_WOOD
baseball.nif, basketball.nif - smoothed geometry
glasspitcher01.nif - fixed minor gap, fixed pickup with z key.
tumbleweednv.nif - changed CM Layer from CLUTTER to PROPS, I hope this will help to fix vanilla tumbleweed stuck issue. Also changed Material to MAT_GRASS, no more metallic sound.
pooltable.nif, pooltableruin.nif - floating border paintings and table spot fix.
mobilehomeasnv.nif - slightly edited CM because it was hard to go inside in some places.
Rebuilded some .nif with nifscope 1.1.3 to avoid invisible object issue.
Added CM: woodbeam(01-03).nif,nv_hooverdam_scaffolding_piece04.nif
Improved CM: nvvault3entrance.nif,neonsignbarrierconnector02.nif
Merged some Blender material and other minor tweaks.
Version 1.4.1
glasspitcher01.nif - edited collision mesh to avoid getting stuck on some shelves
Version 1.4
- Optimization and clean-up for many files that have been made previously - Fixed bullet impact decal display on multi-material CM(only for one material) - car03hulkbodystatic.nif,car03hulkbodystatic02.nif - nifskope report that these files were not saved correctly, so i redid them - chair03.nif,nv_trainstation_bench.nif - removed useless old collision block - Set mass to 0 for static vehicles collision - nv_totemkhan,nv_signstate(nev,cal) - fixed CM position - New files: electricitypylon(01,02,03,03debris),scolelectricitypylonwires(1b,2b),radiotower03debris01,
radiotower03debris02,nvgreybirchdead01,cg02shortstaircase01, radiotower03,dinertable(01,03,01_nv),garbagecanurban01, nvsignhighway(jct164,160_01,i15_01,i15_02,i15_03,i15_04,i95_01,i95_02,i95_03) - New CM for all DLC vehicles - New CM for other DLC files: filesnvdlc01sofa.nif,nvdlc03mannequin07.nif,computerrack01noanim.nif
Version 1.3
- pool(2,5,8,10,13,cue)ball - smoothed mesh and small UV fix
- glasspitcher - slightly smoothed grip, also vanilla collision is not fully covered object.
- vbedsingler01,surgicalcartr01,tv02(back panel) - mesh\UV fix
- rugs - added collision to avoid fall items through it
- vehicles - detailed collision only for meshes without physics calculation or for static parts, also i made some meshes with very big mass static.
- motorcycle01 - movable static version now without physics also removed invalid animation
- mobilehomeasnv - UV\mesh fixes
- car10 - fixed steering wheel position Before/After
- businterior03 - fixed window that should not be seen inside, fixed radio
- truckflatbed - removed wrong mesh part(with missing text) which should not be here,fixed few mesh holes
- truckarmy02static - UV fix for text
- nv_firetruck,truckflatbed,truckarmy02static,truckarmy01,truckarmyhulk - fixed mesh hole
- Fixed wrong collision position: nv_signcallville,nv_bssigna,nv_bssignb,
repochair,houseruined0(1,4a,4c),raidercorpsedressing0(1,2,3,4,5,6)
- indextsmcorout01 - better collision, vanilla has collision part for missing object
- novac_motel.nif - removed from vanilla collision two object that was removed in Update.bsa
- SCOLgsRuinHouse11 - fixed wrong building collision position(vanilla and Collision Meshes mod problem)
- ncr_guardtower01 - removed mesh parts that have been moved to nvguardtower01(a,b,c,d).nif in update.bsa
(to avoid clipping, Collision Meshes mod problem)
- spinningwindmill,windmill_nv,windmill01_nv - fixed collision animation
- Included UF3P fixes for pooltable,pooltableruin,chemistryexperiment01,raidercorpsedressing05
- rwcornerstone0(1,2)_nv - player float when stay on this two
- westsidebuildingtopdes0(1,7) - this two block way, others in westsidebuildingtopdes series fine.
Version 1.2.3
- fixed mannequin. Hopefully EVERYTHING is now fixed until I move on to other meshes
Version 1.2.2
- fixed car CM's. Hopefully, I'm no longer gonna hear about them! xD
- fixed chairs in Doc's house (and similar in other places) that caused crashes. My bad!
Version 1.2.1
- fixed collision meshes on car stacks. Now you can't pass through them.
Version 1.2
- optimized car and truck collision meshes
- added CM for few cars I've missed, including that blue truck in Goodsprings
- better CM for golf cart
- fixed one of mannequin's horrible CM
NOTE: I haven't touched movable and explodable cars for a good reason. Engine can't calculate complex CM for stuff that actually move very well, so you end up with stuff going all over the place of lose fps.
Version 1.1
- fixed all railings in the casinos through which you couldn't shoot. There was many of them!
- modified a tent and the watertank a bit
Version 1.0
Initial release
This mod fixes some of the worst collision meshes in the game! Collision mesh is a mesh that you normally don't see in the game. It's used to simulate where bullets, bodies and other stuff can colide with the object. For example, - In vanilla game, you couldn't shoot between planks on the fence or metal beams on goodsprings water tank. Now you can! - NCRCF towers are pain in the a** because railings on them were impenetrable, so you had a low chance of hitting something. Fixed! - You can shoot through most car's windows. - Ability to jump on the back of a truck. - You can place items on chairs couches. - And much more!
I've fixed a lot of bad CM (Collision Meshes), but there is so many of them, so if you see one I didn't cover, please let me know! Fixes\Tweaks in additional to CM detail and some notes: pool(2,5,8,10,13,cue)ball - smoothed mesh(from 101 to 295 vertices)and small UV fix Before/After baseball.nif, basketball.nif - smoothed mesh(94 to 306 vertices) Before/After nvbuffalogourd.nif - smoothed mesh(64 to 207 vertices) Before\After glasspitcher - slightly smoothed grip, also vanilla collision is not fully covered object. Before\After vbedsingler01,surgicalcartr01,tv02(back panel) - mesh\UV fix 1,2,3 rugs - added CM to avoid fall items through it pooltable.nif, pooltableruin.nif - floating border paintings and table spot fix Before\After vehicles - detailed CM only for meshes without physics calculation or for static parts, also i made some meshes with very big mass static. motorcycle01 - movable static version now without physics also removed invalid animation car10 - fixed steering wheel position Before\After businterior03.nif - fixed radio and window, restored destination sign. bushulkfrontstatic01.nif,nvdlc04bushulkfrontstatic01.nif - fixed destination sign texture. truckarmy02static - UV fix for text http://i.imgur.com/V0k7dNB.jpg nv_firetruck,truckflatbed,truckarmy02static,truckarmy01,truckarmyhulk- fixed mesh gap Before/After antennaresidential(01-03).nif - fixed missing doble-sided surfaces and minor mesh fixes. Before\After indextsmcorout01 - fixed stretched CM part http://i.imgur.com/68PiWwm.jpg novac_motel.nif - restored water troughs which were cut with FNV updates. truckflatbed - removed wrong mesh part(with missing text) which should not be here,fixed few mesh holes Before/After mobilehomeasnv - UV\mesh fixes http://i.imgur.com/jFUZcu2.jpg spinningwindmill,windmill_nv,windmill01_nv - fixed CM animation, now fan properly block bullets Added complete missing CM: woodbeam(01-03).nif,nv_hooverdam_scaffolding_piece04.nif,nv_legionflag.nif,antennaresidential(01-03).nif Fixed wrong CM position: nv_signcallville,nv_bssigna,nv_bssignb,repochair,houseruined0(1,4a,4c),raidercorpsedressing0(1,2,3,4,5,6), nv_totemkhan,nv_signstate(nev,cal),SCOLgsRuinHouse11,vikkivancesign
Included UF3P fixes for pooltable,pooltableruin,chemistryexperiment01,raidercorpsedressing05