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Ehamloptiran
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Meshes with incorrect collisions

I am just wondering if there is a list of all the meshes that have been found to have bad or missing collisions, and what has been fixed so far. As I would like to start going through and fixing some of them, especially as I am working on quests I find myself finding these meshes while testing.

If there is no list, I could start compiling a list together as I am testing.

digitalparanoid
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I don't know of such a

I don't know of such a list... Check with Eloth when he's back from christmas but I'd say keep track of the ones you encounter. I usually ping him directly when I see some while testing my quests.

Ravanna
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essentially all of them we

essentially all of them :p we used chunk merge but its glitchy. Ormin wrote a program to fix it, and we need someone to use it and batch fix as many envionrment meshes as they can.
Rocks are the main offenders 

Ehamloptiran
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If someone can point me in

If someone can point me in the direction of this program, I don't mind doing it while I am working on quests, when I notice an out of place collision. As I was originally going to fix the collisions manually.

zilav
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Ormin intended to write a

Ormin intended to write a batch fixer for meshes in future, but not sure when he will do it.

Mehh
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Two off the top of my

Two off the top of my head.

com_stone3way.nif
com_stoneendcap.nif

Those two are the reasons why people get trapped in that evil room in the Census office.

Ehamloptiran
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Fixed collisions on the

Fixed collisions on the following meshes:

- com_stone3way.nif
- com_stoneendcap.nif
- com_stoneendcap4.nif

This should allow players to move around that area in the Census office without getting stuck. I simplified the collision a lot as I figured that all these interiors will be remade at a later point and didn't want to waste a lot of time on a temporary fix.

You can get the fixed meshes here:

https://drive.google.com/folderview?id=0BzqpBc4MrAMXMEQtMFhB...

digitalparanoid
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downloaded. thanks.

downloaded. thanks.

Ehamloptiran
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I have fixed the collisions

I have fixed the collisions on all stairs in Balmora (Exterior only at the moment) that were previously unwalkable.

Get the modified meshes here:

https://drive.google.com/file/d/0BzqpBc4MrAMXTDNtUUV3SHdTcEU...

Balmora Interior stairs now done. Unfortunately there is still a bit of a lip at the top of the stairs that will cause the player to stop a little. Dont think that can be fixed due to the steepness.

Get them here:

https://drive.google.com/file/d/0BzqpBc4MrAMXdUFCQVZmQms4TW8...

digitalparanoid
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I downloaded and tested. This

I downloaded and tested. This is perfect :) This will be in the next release along with the earlier links.

Ehamloptiran
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Seyda Neen lighthouse

Seyda Neen lighthouse Interior/Exterior stairs fixed. See below post for link.

Mehh
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Little bumpy, but works

Little bumpy, but works perfect. No getting stuck at all, keep up the good work!

digitalparanoid
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downloaded - thanks

downloaded - thanks

Ehamloptiran
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All Seyda Neen stairs should

All Seyda Neen stairs should be fixed now. This package also includes the Lighthouse interior/exterior.

https://drive.google.com/file/d/0BzqpBc4MrAMXekt6YzdoZnBqeXc...

aretea
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Is there any way you can

Is there any way you can replace or fix the models for stairs generally used in caves? Whenever I debug caves, I always get stuck and have to jump up the stairs instead of walking. 

Ehamloptiran
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Yeah I am working my way

Yeah I am working my way through all stairs, so eventually caves/dungeons will get fixed. Though bare in mind this is just a temporary fix. Eventually they will be replaced with new meshes, so I don't want to spend a large amount of time on a temporary fix.

Ehamloptiran
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This should fix some of the

This should fix some of the unwalkable ramps in Vivec and where ever else it is used.

https://drive.google.com/file/d/0BzqpBc4MrAMXZ0x1YkNYWW15T2s...

digitalparanoid
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I will include those. thanks.

I will include those. thanks.