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Settlement object mesh collision is dis-associated from the visual object...

Mystical Panda

Well-Known Member
Messages
2,037
Here's a quick example of when a settlement cell loads, the collision mesh for an object isn't at the same location(dis-associated) as the actual object. From what I can tell, this only happens in settlements and I'm not sure if it's linked to another issue I have with food, water and bed count all being the same after going into workshop mode(though I believe this to be a separate issue).
 
I may have come across that before. I want to say its linked the the papyrus VM being heavily loaded when a settlement location loads. I can't remember if I have ever seen that behavior when walking into a settlement. I'm pretty sure its only when fast traveling. Remember when fast traveling, most often, the engine is loading 25 cells (default uGridsToLoad=5) at once. Usually unloading the settlement and returning fixes the issue.

I remember one time I saw a settler that was snapped into an animation marker moving about the settlement. I have seen settlers sleeping in mid-air nowhere near a building. This stuff all fixed itself eventually. It wouldn't surprise me if the engine's item placement system is put on hold when loaded and looking to free up some resources. Similar to how settler AI is the first to go. This is likely a vanilla system issue and would require some deep FO4 RE (reverse engineering) knowledge to be able to fix it.

There is also a similar issue where a building plan places an invisible object with collision. These do not go away with a location reload. They will go away if you find the plot placing the object and either deleting the plot or changing the building plan. If you come across any of these, notify the addon pack author so they can fix it.
 
I may have come across that before. I want to say its linked the the papyrus VM being heavily loaded when a settlement location loads. I can't remember if I have ever seen that behavior when walking into a settlement. I'm pretty sure its only when fast traveling. Remember when fast traveling, most often, the engine is loading 25 cells (default uGridsToLoad=5) at once. Usually unloading the settlement and returning fixes the issue.

I remember one time I saw a settler that was snapped into an animation marker moving about the settlement. I have seen settlers sleeping in mid-air nowhere near a building. This stuff all fixed itself eventually. It wouldn't surprise me if the engine's item placement system is put on hold when loaded and looking to free up some resources. Similar to how settler AI is the first to go. This is likely a vanilla system issue and would require some deep FO4 RE (reverse engineering) knowledge to be able to fix it.

There is also a similar issue where a building plan places an invisible object with collision. These do not go away with a location reload. They will go away if you find the plot placing the object and either deleting the plot or changing the building plan. If you come across any of these, notify the addon pack author so they can fix it.
I wonder if there's a problem when the engine applies the 'change forms' for the temporary navmesh? I often hit those invisible 'things' in Starlight DriveIn(those poles or something- small, blackish and just in front of the actual drive-in building) that are removed and placed in a 'change form' navmesh so they can be applied(re-applied) or used when the cell loads. In the video, there was a tablel/container there but was removed- I wonder if the game still thinkis it's there.

Reverse engineering sounds kindof fun actually. I have the GOG version, so I'd need to use a disasembler or a runtime trace app to walk through while it's running to get some bearing as to what is where. In time, I'll look more into that along with C language dlls that link in through F4SE. To try and fill in a gap we have now in the community.
 
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