[HAVOK]bUseCharacterRB=0Add the above bit to your Skyrim.ini file - It ought to 'fix' the bug. I'm yet to fully understand what the issue is, but I think it's related to Bethesda's implementation of rigid bodies for characters (bhkCharacterRigidBody). It appears that the landscape MOPP generation code doesn't correctly queue welding tasks for cells outside the -64/64 range, causing CRB entities to 'hop' about (due to collisions with the terrain mesh's triangles). The INI tweak causes the physics engine to fallback to the older (and less efficient) AABB-phantom (bhkCharacterProxy) character controller implementation.
I'll pass along my findings to the devs - If I'm right, it would be a relatively easy fix for them.
PS: There may be side effects to this workaround, so keep an eye out.


