I ran into an interesting problem today with NifSkope build bacf3dd.
I have a .nif composed of separate parts. When running test two (below), the item splits into its constituent sub nif parts when havok settling in-game. Not sure if it's a "me" problem or not, but here goes:
I took the BarberMirror.nif from Fallout 4, opened it in Blender 4.5 with pynifly to separate some of the object's parts and to make it stand up instead of laying flat.
Test one:
- I took each sub
.nif object and exported it as an .obj to use as simple collision
- I exported my updated
.nif using pynifly
- Imported the new
.nif into NifSkope and tried to run multiple import obj as collision actions, one per .obj.
This didn't work out very well, possibly due to my not understanding how the import obj as collision thing works. After the first import, subsequent imports seem to get parented to a non-root object and don't work at all.
Test two:
- I took the sub
.nif objects, joined them in Blender, cleaned up any duplicated or stray verts, then exported it as an .obj
- I closed NifSkope
- I re-opened and Imported the new
.nif into NifSkope and ran a single import obj as collision action using the combined mesh.
This seemed to work correctly. I ran the nif through Elrich just to be sure.
I added the updated .nif with collision into my test cell, did a havok settle in Creation Kit. That didn't work.
I loaded the game, loaded my mod, and coc'd to my test cell. I picked up the new mesh, dropped it, and watched it explode.
What is the correct method for adding collision to a .nif that has multiple components using NifSkope?
If NifSkope does not support what I'm trying to do, is there a better way to do it with Blender?
Attached files:
NifSkope screenshot post-import-obj-as-collision action in test two.

** Mesh in-CK, pre-havok settle**
** Mesh in CK, post-havok settle**

I ran into an interesting problem today with NifSkope build
bacf3dd.I have a
.nifcomposed of separate parts. When running test two (below), the item splits into its constituent sub nif parts when havok settling in-game. Not sure if it's a "me" problem or not, but here goes:I took the
BarberMirror.niffrom Fallout 4, opened it in Blender 4.5 with pynifly to separate some of the object's parts and to make it stand up instead of laying flat.Test one:
.nifobject and exported it as an .obj to use as simple collision.nifusing pynifly.nifinto NifSkope and tried to run multipleimport obj as collisionactions, one per.obj.This didn't work out very well, possibly due to my not understanding how the
import obj as collisionthing works. After the first import, subsequent imports seem to get parented to a non-root object and don't work at all.Test two:
.nifobjects, joined them in Blender, cleaned up any duplicated or stray verts, then exported it as an.obj.nifinto NifSkope and ran a singleimport obj as collisionaction using the combined mesh.This seemed to work correctly. I ran the
nifthrough Elrich just to be sure.I added the updated
.nifwith collision into my test cell, did a havok settle in Creation Kit. That didn't work.I loaded the game, loaded my mod, and coc'd to my test cell. I picked up the new mesh, dropped it, and watched it explode.
What is the correct method for adding collision to a
.nifthat has multiple components using NifSkope?If NifSkope does not support what I'm trying to do, is there a better way to do it with Blender?
Attached files:
BarberMirror_orig.zip
Original
.niffrom Fallout 4.MirrorBarber01_Unfolded.zip
My kitbashed(?)
.nifwith unified collision. Passed through Elrich.blender_barber_mirror.zip
Blender file containing modified
BarberMirror.nifand unified collision meshblender_barber_mirror_separate_collision.zip
Zip file containing split objects as
.objs for collision import into NifSkopeNifSkope screenshot post-import-obj-as-collision action in test two.

** Mesh in-CK, pre-havok settle**
** Mesh in CK, post-havok settle**