9/26/25 Sharing Accurate Collisions
6 days ago
Atlyss Size Mod Development
The accurate collisions mod is on my ko-fi now. It's definitely a WIP so I'm not going to make it actually public for now, but I don't know if I'll ever finish it.
I grumbled about this already in the previous journal entry so I won't go on about it in this post.
I don't think I'll ever reach a "finished" state with the Accurate Collisions mod, but after thinking about it a bunch today I figured I may still work on it a little. I've given up on making the collisions truly accurate. That's most likely an unreachable dream. Even so, I can at least publish a scuffed attempt.
Here's the plan regarding the Accurate Collisions mod: I will make it so collisions are more accurate between players. Currently players pass through each other like they don't exist, so the mod will provide the option to change that.
Right now, the mod only creates more """accurate""" collisions with certain NPCs, so the same will be true for players later down the line.
I put """"accurate"""" in extra sarcasm quotes because it isn't accurate at all. The collisions do not follow animation and they are shaped as if the model is in an A-Pose. (An A-Pose is similar to a T-Pose).
Refer to my previous journal for extra ramblings.
Besides the accurate collisions, I've been making little improvements to the growth mod along the way. While I have yet to make any new features at this time, I have been fixing things here or there.
One thing I started working on was chat commands. Something I realized when playing online is that there are other mods out there that can change sizes of players. This can create a desync in what other people see compared to what I see with the Growth Mod. Some players already have huge values in their character files so the Growth Mod makes them even bigger than that.
Sometimes, I don't want to see the growth effect applied to certain players. A chat command would work nice for that!
I'm thinking, "/disableGrowth [player name]" and "/enableGrowth [player name]" would work well.
I grumbled about this already in the previous journal entry so I won't go on about it in this post.
I don't think I'll ever reach a "finished" state with the Accurate Collisions mod, but after thinking about it a bunch today I figured I may still work on it a little. I've given up on making the collisions truly accurate. That's most likely an unreachable dream. Even so, I can at least publish a scuffed attempt.
Here's the plan regarding the Accurate Collisions mod: I will make it so collisions are more accurate between players. Currently players pass through each other like they don't exist, so the mod will provide the option to change that.
Right now, the mod only creates more """accurate""" collisions with certain NPCs, so the same will be true for players later down the line.
I put """"accurate"""" in extra sarcasm quotes because it isn't accurate at all. The collisions do not follow animation and they are shaped as if the model is in an A-Pose. (An A-Pose is similar to a T-Pose).
Refer to my previous journal for extra ramblings.
Besides the accurate collisions, I've been making little improvements to the growth mod along the way. While I have yet to make any new features at this time, I have been fixing things here or there.
One thing I started working on was chat commands. Something I realized when playing online is that there are other mods out there that can change sizes of players. This can create a desync in what other people see compared to what I see with the Growth Mod. Some players already have huge values in their character files so the Growth Mod makes them even bigger than that.
Sometimes, I don't want to see the growth effect applied to certain players. A chat command would work nice for that!
I'm thinking, "/disableGrowth [player name]" and "/enableGrowth [player name]" would work well.