There is a pb with the "Fix those bastard rope fences" mod and the "Actor collision shape type = Cylinder" setting (OpenMW). When i choose this "Cylinder" setting (in place of "Axis-aligned bounding box") the guard in the boat (at the very begining of the game) doesn't come to me: he doesn't move.
This is due to the xbase_anim.nif file in the mod. If i don't use this file, it's ok. I think the same solution must be applied to the 2 other xbase_anim* files in the mod.
(If we want to keep the "Actor collision shape type = Cylinder" setting, of course)
Is it a good solution? Is it relevant to use this mod with the "Cylinder" setting?
PS: days ago i met 1 or 2 rats, in interior cells, who didn't move. I suspect that was the same pb...
PS2: i use 0.49 nightly build
"Fix those bastard rope fences" mod + Cylinder "Actor collision shape type"
- Cl3v3rP0tat0
- Posts: 59
- Joined: 14 Jul 2023, 03:03
Re: "Fix those bastard rope fences" mod + Cylinder "Actor collision shape type"
Well, my mod build isn't finalized yet, I'm running v48 - bastard rope fix is in my load order plan - but I also plan to use this mesh fix mod ( https://www.nexusmods.com/morrowind/mod ... escription ) MOAR various patch and fixes as well and it contains a fix for FTBR and makes it Atlas compatible. But, I checked the file - didn't see the animation file as part of this fix.
Code: Select all
π 5 - Fix those bastards ropes + Project ATLAS
π Meshes
π F
π Ex_hlaalu_b_01.nif (112.1 kB)
π Furn_DE_signpost_02.nif (39.6 kB)
π Furn_DE_signpost_04.nif (11.8 kB)
π furn_pathspear_01.nif (11.5 kB)
π furn_pathspear_02.nif (3.2 kB)
π furn_pathspear_03.nif (7.2 kB)
π furn_pathspear_04.nif (11.5 kB)
π X
π ex_de_railing_01.nif (24.9 kB)
π ex_de_railing_02.nif (24.8 kB)
π ex_de_railing_03.nif (18.9 kB)
π ex_de_railing_04.nif (21.0 kB)
π ex_de_railing_05.nif (22.2 kB)
π ex_de_railing_06.nif (18.5 kB)