SolutionNote: Custom worldspace, newly placed objects spawn

Post » Fri Dec 21, 2012 12:59 pm

Hey everyone,

I just had a massive "AHHHHAAAHHH!!!" moment so I figured I'd post here so that it was on record incase anyone else had this issue.

I've been having a problem in my exteriors where as I work on them, I notice an odd behavior. You know how when you click to place an object, or drag one into the render window it's supposed to snap down to the surface you click/drag onto? Well, my objects weren't doing that. They were appearing 10ft in the air, 4ft, at the camera. Random places and it was a HUGE waste of time to then slide them down and over to where I wanted them to be placed. I started a thread on this forever ago, saying it was screwing up my navmeshing as well.

Well, I've figured it out. It's some kind of conflict or issue with where the land and/or LOD in your worldspace used to be. When I start on an exterior area, it's a bland flat hill with randomly generated garb on it. I then wear down the hill into the shape of the exterior, and handplace all the objects. However, upon moving the terrain down, it's collision appears to move, but it also creates some kind of a duplicate collision. This collision is what the CK is detecting when placing objects, and what is creating this annoying, incredibly time consuming issue.

The solution? The perminent one: Regenerating LOD, and reopening the CK appears to update everything properly. However once you move it again the issue can pop back up, so this is an endgame, 'once you are done' solution. The temporary work solution: Don't work with 'Enable Full LOD ticked' in the LOD section of the properties window. This disables whatever the wonky collision is, allowing you to work normally, albeit without the benefit of LOD.

Anywho, I know this isn't a big issue that many people have, but it annoyed the heck out of me for months and wasted a huge amount of time, and I'm incredibly pleased that I've figured it out. So, I wanted to post in the event that someone else searches for this, or posts this issue. This thread will pop up, or they can be directed to it.

Regards,
Alexander J. Velicky
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