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Thanks for getting back to me.
Thanks for reaching out. I do not play Soul Mask and at this time don't see myself doing so. And depending on the particular build set you are referencing, I am bound by the clause at the bottom of my mods' Description.
"This mod contains assets (art, music, code, items, systems and/or designs) that are the intellectual property of Funcom Oslo AS or their licensors"
Meaning I am legally prevented from moving these assets to another game. While I may do custom meshes or materials, I also often leverage texture files and sometimes meshes or deconstructed meshes provided within the devkit. Separating purely original art (mine) from that provided by Funcom in the devkit would certainly be more work than I would want to engage in for a game I do not play.
I've created a few mods for the game Soulmask, and recently received a request related to one of them. The mod in question seems similar to something you've made, and I was wondering if it might be possible to recreate it in Soulmask.
Would you be interested in either adapting it yourself, or possibly sharing your models so I could try implementing it? Of course, if you'd prefer not to, I completely understand.
I tried adjusting these across all my build sets at least twice, though it also can then have the consequence of items placed on existing mod floors may lose stability if the new collision height is too low. So I set mine all to same height and tried to average out against most of Funcom ;-)
I will look into the stairs. I know thralls and such will not navigate my spiral stairs. There is not enough surface at 45 degrees for the AI to calculate navigation.