That is actually a really good idea. I made this back before I knew how BOS worked. I even made a High Poly Project version that I never published because HPP is closed permissions. Doing it via BOS is a nice workaround Thanks for the suggestion.
I just remembered that BOS does not scale the collision mesh along with the visible mesh. With the cups its not that noticeable because they are relatively small objects, but with the firewood piles it can lead to some jarring situations with physics objects floating above the piles, as well as characters seeming to float when walking over the piles. I had to learn how to edit collision meshes for this mod because I found it to distracting in game. I'll have to figure out a workaround in order to use BOS effectively for this, and I'm not sure there is one. Might be easier to just ask for permission to publish my HPP meshes 😅
i have 2 questions my friend how do you edit the nifs to make them smaller ,am really curious and also i think ur mod solved that horrible seam on the logs in the mill no ?
Hi graywinds. Yes, I made some UV adjustments to the mill logs to reduce the seam visibility and allso to get better alignment on some of the log textures. Re. Mesh adjustments: Editing the size of the visible mesh is easy enough, you simply adjust the mesh scale using NifSkope. The tricky part is getting the invisible collision mesh to conform to the new smaller visible mesh. For the fire wood piles I had to create completely new collision meshes using a somewhat cumbersome technique I happened upon in a Youtube tutorial. I can send you the link to the video if you're interested. Physics objects like my smaller food mods require a lot of fine tuning to the collision meshes in NifSkope and it can be very tedious work. As NifSkope does not have accurate visual representation of the collision mesh you end up making a small adjustment and then testing it in game, then repeating this until you are happy with the result.
Glad someone finally tweaked the log's uvs ,wish had ur knowledge to adjust many things thats bothering me for years now lol. i'm trying to improve my nifskope knowledge as much as i can ,but had some issues like models dont appearing the same in nifskope and in game for some reason ,also enabling the env map on a meshe but in game doesnt make difference. anyway thanks for taking time to answer my question i'll check out on yt some tutorials ,i really like ur smaller plants series and i want to implement this fix for many moded plants and food i use kudo Pieter82
No problem. I also had to learn from scratch how to do all the stuff I'm able to do now. I'm still learning very day :D There is a lot if information available online. It just takes a bit of effort to find the right information specific to what you need. I found some helpful info on collisions on this site: Arcane University. Maybe there is some stuff that could help you too. Good luck and enjoy the journey!
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What do you think about BOS version, similar to one like cups with 70% or smaller?
Then it should be compatible with every replacer :)
I made this back before I knew how BOS worked. I even made a High Poly Project version that I never published because HPP is closed permissions. Doing it via BOS is a nice workaround
Thanks for the suggestion.
I'll have to figure out a workaround in order to use BOS effectively for this, and I'm not sure there is one.
Might be easier to just ask for permission to publish my HPP meshes 😅
how do you edit the nifs to make them smaller ,am really curious and also i think ur mod solved that horrible seam on the logs in the mill no ?
Yes, I made some UV adjustments to the mill logs to reduce the seam visibility and allso to get better alignment on some of the log textures.
Re. Mesh adjustments: Editing the size of the visible mesh is easy enough, you simply adjust the mesh scale using NifSkope. The tricky part is getting the invisible collision mesh to conform to the new smaller visible mesh. For the fire wood piles I had to create completely new collision meshes using a somewhat cumbersome technique I happened upon in a Youtube tutorial. I can send you the link to the video if you're interested. Physics objects like my smaller food mods require a lot of fine tuning to the collision meshes in NifSkope and it can be very tedious work. As NifSkope does not have accurate visual representation of the collision mesh you end up making a small adjustment and then testing it in game, then repeating this until you are happy with the result.
i'm trying to improve my nifskope knowledge as much as i can ,but had some issues like models dont appearing the same in nifskope and in game for some reason ,also enabling the env map on a meshe but in game doesnt make difference.
anyway thanks for taking time to answer my question i'll check out on yt some tutorials ,i really like ur smaller plants series and i want to implement this fix for many moded plants and food i use
kudo Pieter82
I also had to learn from scratch how to do all the stuff I'm able to do now. I'm still learning very day :D
There is a lot if information available online. It just takes a bit of effort to find the right information specific to what you need.
I found some helpful info on collisions on this site: Arcane University. Maybe there is some stuff that could help you too.
Good luck and enjoy the journey!