I have since found that there are many instances where the hitboxes do not seem to scale, though most do. It seems to be that in a group of giants or mammoths, one will be singled out to not use the scaled up hit box. Ive tried many different things and have now found that this seems to be an inherent bug in Skyrim SE, perhaps to do with prioritising of which values are processed when a record is 'read'.
UPDATE: I have uploaded a newer version that changes the Giants size to 1.7x and mammoths to a 1.25x size. This not only makes the hitbox scaling not as much of an issue, but also fixes issues with Giants found in caves not having any room to walk around. It will still be a bit cramped in there for them but they should at least not be clipping through the roofs.
I also added in some immunities and increased a few minor stats on the giants and mammoths (immune to fus roh dah, no knockdown etc).
This will likely be the only update made to this mod unless I find a way to scale hitboxes 100% of the time.
nice! i always was bothered witht he size of the giants (mammoths not so much) and made them personally bigger by just upsacling them years ago. (don't know how i did this now but i think it really wasn't much of a deal)
but i never thought of the hitbox but makes totally sense. thank you for that. also yes, if you make the giants really big like in movies or in warhammer they will just stuck or clipp through things. better just upscale them in a reasonable way by just a bit more that they are at least bigger than vanilla (which weren't giants for me personally)
i hope this is compatible with rougeshots skeleton mod but he alters just the skeleton and not the size (i think)
EDIT: wait! where is the 1.7 size version in the files??
Sounded good but then I shot a giant in the head, arrow passed right through. Tried again a little lower, passed through chest. Shot him in the nuts, yep, about where his head would normally be, pissed him off. But then attacked another giant, shot him in the head, it hit. Repeated on several more giant camps, same thing, one giant would have proper super sized giant collision box, but the other, vanilla sized collision box. Too bad really, the inconsistency, that I have to guess each time I encounter a giant, will I make a head shot this time or will I have to shoot an arrow into his knee. Nice try though.
48 comments
I have since found that there are many instances where the hitboxes do not seem to scale, though most do.
It seems to be that in a group of giants or mammoths, one will be singled out to not use the scaled up hit box.
Ive tried many different things and have now found that this seems to be an inherent bug in Skyrim SE, perhaps to do with prioritising of which values are processed when a record is 'read'.
UPDATE:
I have uploaded a newer version that changes the Giants size to 1.7x and mammoths to a 1.25x size. This not only makes the hitbox scaling not as much of an issue, but also fixes issues with Giants found in caves not having any room to walk around.
It will still be a bit cramped in there for them but they should at least not be clipping through the roofs.
I also added in some immunities and increased a few minor stats on the giants and mammoths (immune to fus roh dah, no knockdown etc).
This will likely be the only update made to this mod unless I find a way to scale hitboxes 100% of the time.
but i never thought of the hitbox but makes totally sense. thank you for that. also yes, if you make the giants really big like in movies or in warhammer they will just stuck or clipp through things. better just upscale them in a reasonable way by just a bit more that they are at least bigger than vanilla (which weren't giants for me personally)
i hope this is compatible with rougeshots skeleton mod but he alters just the skeleton and not the size (i think)
EDIT: wait! where is the 1.7 size version in the files??
Tested with Skyrim Anniversary Edition.
I hope this hitbox fix will trickle down to mods that adjust race heights. I haven't been able to headshot an orc in ages lol