Hi,
I wanted to ask a question about the mod "Creatures XI" by PirateLord.
It's listed on the wiki as issue-free but I noticed some strange behaviour with some creatures : the Greater Imp & Gargoyle.
They're practically invulnerable All my spells go right through them, attacks never, ever hit, even my summons (Clannfear, Fire Atronach etc) can't damage it.
The only way to damage it is having a high enough reflect % and let it casts spells at me - hoping it will kill itself (never works tho...) Also, it seems to follow endlessly around the map so can't outrun it either.
I'm wondering if I can just remove those from the .esp file with the openmw-cs tool ? Or would that break the mod ?
Creatures XI
Re: Creatures XI
I've seen that with this mod, as well (on OpenMW 0.41 on OSX). Collision-detection doesn't seem to work for those creatures -- if you open the console and 'sethealth 0' them, they fall through the ground.
Re: Creatures XI
So is the collision-detection issue with the gargoyles and imps, a problem with the mod itself or is it breaking the rules of good mods and thereby messing with openmw?
I have a fairly good understanding of scripts, after fixing quite a few mods with broken scripts, but have no knowledge of NIF files.
I have a fairly good understanding of scripts, after fixing quite a few mods with broken scripts, but have no knowledge of NIF files.
Re: Creatures XI
As far as I can tell, it's a problem with the mod itself, that Vanilla had some (still unknown) workaround for. The NIFs are missing a bounding box. There's a bug tracking it: https://bugs.openmw.org/issues/2787Durisat wrote:So is the collision-detection issue with the gargoyles and imps, a problem with the mod itself or is it breaking the rules of good mods and thereby messing with openmw?