Welcome to the beginning of Morroblivion Collisions:
There's one long-standing issue in Morroblivion and that's the collision, Everyone's favorite! In previous releases hundreds of models were already optimized but still hundreds more remain, no longer thousands. The remaining meshes still use collision from the original nif converter, which is uncompressed bhkNiTriStripsShape and is VERY BAD. In addition to that some of the settings at bhkRigidBody block are incorrect.
For statics this collision should be replaced with MOPP shapes and in some cases made more precise. The reasons for that are:
- Performance. I'm betting collision is responsible for 2\3 of performance issues with Morroblivion.
- In some interiors there are Havoked items on shelves very close to walls. When collision on the wall is imprecise like it is now, such items clip into it and then end up moving in strange positions or falling outside the cell altogether.
- Havok materials. This is what defines footsteps and weapon sounds and whether or not arrows will stick in object or bounce off. Not the biggest issue, but still.
Unfortunately, collision must be fixed manually, one model at a time. PyFFI can convert collision to MOPP shapes, but it makes things even worse in some cases.
qwertyasdfgh had written a Tutorial on it. May be outdated.
Uncomplete and Completed model sets are listed below:
Interior Sets
Propylon Ports (10 models) - completed by rekom23
Ashlander Tents (5) - completed by ilpirata
Generic wooden structures for caves (11) - completed by rekom23
Common architecture (102) (multiple collision materials)
Daedric (30) - completed by rekom23
Dunmer shacks and ships (14) (multiple collision materials)
Dwemer (44) completed by ilpirata
Hlaalu tileset (54) completed by ilpirata
Imperial forts (31) (requires more precise collision shapes)
Redoran (112) completed by ilpirata
Vivec sewers (20) - completed by rekom23
Stronghold ruins (105) (multiple collision materials)
Telvanni (92) - completed by rekom23
Velothi and Vivec (182)
Nordic (11) completed by ilpirata
Cave Tilesets:
Bone caves (112) completed by ilpirata
Lava caves (113) completed by ilpirata
Mold caves (113) completed by ilpirata
Py caves (113) completed by ilpirata
Mud caves (113) completed by ilpirata
Tribunal:
Mournhold (30) - completed by rekom23
Mournhold sewers (18)
Old Mourhold (65)
Tribunal Dwemer (37)
Sotha Sil (37)
Adamantium Rocks (14)
Bloodmoon:
BM Colony set (16)
BM Icy Caverns (69)
BM Castle Karstaag (9)
BM cave (55)
BM Tombs (16)
Skaal (7)
Thirsk (12)
Glacier (5)
Exterior Sets
Ashlander Huts (6)
Barnacles (6)
Bloodmoon (24)
Cave Entrances (20)
Colony (32)
Common (41) (multiple collision materials)
Daedric (47) completed by DaggerfallTeam
Dunmer (66)
Dwemer (45)
Flora (18)
GhostGate (15)
Hlaalu (73) completed by DaggerfallTeam
Imperial (52) completed by DaggerfallTeam
Mournhold (81)
Nordic (14) completed by ilpirata
Other (30)
Redoran (33) completed by ilpirata
Ruin (14)
Skaal (24)
Stronghold (31)
Latest BSAs files only Download as of 10/2/2022

I know how to create convex,
I know how to create convex, box and sphere shaped collisions in Blender using the Hull script and assigning Havok Materials to them. I can also create collisions using the exact mesh measurements which is probably very bad for performance, but sometimes reducing poly counts on these collisions helps. I haven't really created any unique collisions from scratch though. I would be willing to help with this but I can't say for sure how fast and how many models I can do in my time. Also, is there a list of very bad or already fixed models?
And the performance gain in the Manor district is immense, good job.