May 20May 20 DaggerfallTeam has gotten in on the action. He took over one of the old versions and has updated it for newer versions of Max. It even supports old versions like 2013, which is what I have.https://www.nexusmods.com/skyrim/mods/121483
May 21May 21 Ah thanks good to know. Doesn't support the version of 3DS Max I'm using, might need to try a newer version.
May 21May 21 Author 10 hours ago, Vorians said:Left a comment for DaggerfallTeam to look into collision as it doesn't work.He's not using the new mechanism that your plugin uses. The version you're using uses HavokEngine for the collision. Could you post a link to the version you're using? It looks like it's the best option for people using Max 2015-2018.I'll see if I can find the link to the one I'm using. Daggers' version would be an update to that, if he can get the collision sorted.
May 22May 22 Sure, I downloaded from here. I provided this link in my comment for DaggerfallTeam too. I'm concerned that we're probably not going to see any further work on this, as DaggerfallTeam keeps releasing new complex mods/utilities, but doesn't appear to release updates. He seems to be shooting out loads of new ideas and then never getting around to improving on them.
May 22May 22 Author I'm using figment's 3.8.0 which supports all Max versions up to 2016.6 hours ago, Vorians said:Sure, I downloaded from here. I provided this link in my comment for DaggerfallTeam too. I'm concerned that we're probably not going to see any further work on this, as DaggerfallTeam keeps releasing new complex mods/utilities, but doesn't appear to release updates. He seems to be shooting out loads of new ideas and then never getting around to improving on them.He made some updates for the newer versions of Max, but I doubt he knows anything about HavokEngine. None of these guys have committed to any kind of development or support since the original devs. Even the version you have is no longer being developed or supported.Honestly I don't see any reason to upgrade Max anyway, especially for the games we're working on. At least I don't need to. I'll have to find some tutorials on doing collision again and then I can test Dagger's version.The old way of doing collision involves creating a bhkRigidBody modifier. That much I remember.
June 2Jun 2 Author On 2026-05-21 at 9:07 AM, Vorians said:Left a comment for DaggerfallTeam to look into collision as it doesn't work.The collision is fine. It uses the bhkRigidBody modifier method, not the HavokEngine method that the plugin you're using uses. You can work with Bethesda meshes just fine with this, it's just more tedious to create collision. I still need to work through the old tutorials to learn how to do collision again, if I can find any.
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