Weird; if USSEP doesn't fix this, I've usually been able to get by with looking considerably *above* the CC spot (roughly standard eye level). Also get around by using it primarily in the greenhouse slots, where hitting that eye level spot is easier.
Thank you! I love alchemy and this is an important ingredient, not just for restore magicka potions, but for making money in a three ingredient potion with mora tapinela and scaly pholiota. I tend to make Lakeview Manor my first house and always build the garden and greenhouse.
2nd how exactly did you manage to manipulate the bhConvcexVerticesShape of the intractable collision box?
3rd an observation: Compared with similar plants, your new interaction collision box seems a bit extreme in dimension size, is that really necessary? For example the “chkConvexVerticesShape”of “byohhouseingrdfungalpod01” is a bit bigger than of the creepcluster’s one but not that much. In nifskope it’s appears that both plants may have a similar overall geometry in size, maybe analysing it can help your optimize your functional fix without an extreme sized box. (just an idea)
I just used the deathbell nif's collision. It's big, but nothing smaller seemed to work. I tried several nifs from Hearthfire, and they all failed. I still have no idea why Bethesda's original nif for the creep cluster doesn't work...
I opened the deathbell nif in nifskope, and opened the creep cluster nif in another nifskope window. Then I copied the BSTriShape of the creep cluster (from its first NiNode of its NiSwitchNode) to the first NiNode of the NiSwitchNode of the deathbell and deleted everything else from that NiNode. Next I copied the NiTriShape of the creep cluster to the second NiNode of the deathbell and deleted the remaining deathbell mesh. Saved the nif with the same name as the Hearthfire creep cluster mesh, and put it into the right directory.
17 comments
Bit 9 flag in BSX and SLSF1_External_Emittance should match. Random crashes in game. (According to NifScan by zilav)
It is an easy fix in NifSkope to uncheck the Bit 9 BXSFlag.
1st very nice fix.
2nd how exactly did you manage to manipulate the bhConvcexVerticesShape of the intractable collision box?
3rd an observation:
Compared with similar plants, your new interaction collision box seems a bit extreme in dimension size, is that really necessary? For example the “chkConvexVerticesShape”of “byohhouseingrdfungalpod01” is a bit bigger than of the creepcluster’s one but not that much. In nifskope it’s appears that both plants may have a similar overall geometry in size, maybe analysing it can help your optimize your functional fix without an extreme sized box. (just an idea)
wbr Spawnkiller
if I may ask again how did manage to fix it?
did you use nifskop? and when yes how exaclty?
thank you in advance.
wbr Spawnkiller
wbr Spawnkiller