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Doors causing water to float over them

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#1
wilwhitt56

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im having problems with a cell im working on. The cell itself sits on a massive ocean made up of hundreds of water planes,  When I add a door to the cell in SCK, it looks like this.

https://imgur.com/a/k7DiJyJ

 

But when I go into the game it looks like this

http://imgur.com/a/rE8k1aY

 

Idk what causes this, so can anyone help me out?



#2
wilwhitt56

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anyone?



#3
maxarturo

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Issues like this can happen after you had generated the LOD and especially through CK, CK tends to damage the wordlspace, so you need to back up yor esp > generate LOD > overwrite your esp with the back up.
 
Damaged esp / worldspace after generating LOD can't be undone, neither with Tes5Edit, you need to start over.
 
If you haven't generated LOD, then re-adjust the 'Water's Height' of that cell and do not use a 'save file' that has seen the mod or cell, use 'COC' or 'COW' from the "Main Menu" to test / check the cell's building progression without loading a save.
 
Other than that i can't think of a reason right now what could be the reason for that.

Edited by maxarturo, 09 June 2021 - 08:40 PM.


#4
wilwhitt56

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Issues like this can happen after you had generated the LOD and especially through CK, CK tends to damage the wordlspace, so you need to back up yor esp > generate LOD > overwrite your esp with the back up.
 
Damaged esp / worldspace after generating LOD can't be undone, neither with Tes5Edit, you need to start over.
 
If you haven't generated LOD, then re-adjust the 'Water's Height' of that cell and do not use a 'save file' that has seen the mod or cell, use 'COC' or 'COW' from the "Main Menu" to test / check the cell's building progression without loading a save.
 
Other than that i can't think of a reason right now what could be the reason for that.

 

thats the thing, its not a worldspace. it's a cell with multiple apocrypha water plane activators. I tried fixing by removing well over 1000 activators, expanding some to maximum, and setting it up so that it's only about a dozen. It still does it unfortunately.


Edited by wilwhitt56, 09 June 2021 - 08:47 PM.


#5
maxarturo

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Just to cover all possibilities:
Delete the activator > save > exit CK > run CK > place again the activator (don't place a duplicate) > save, now "COC" to your cell and do not use a save, object positioning in the cell are stored in the save file.

Edited by maxarturo, 09 June 2021 - 08:50 PM.


#6
wilwhitt56

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Just to cover all possibilities:
Delete the activator > save > exit CK > run CK > place again the activator (don't place a duplicate) > save, now "COC" to your cell and do not use a save, object positioning in the cell are stored in the save file.

 

it seems to have stayed in its position. I'm going to place the rest and i'll follow up with you to see if it stays that way.



#7
wilwhitt56

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Just to cover all possibilities:
Delete the activator > save > exit CK > run CK > place again the activator (don't place a duplicate) > save, now "COC" to your cell and do not use a save, object positioning in the cell are stored in the save file.

 

it seems to have stayed in its position. I'm going to place the rest and i'll follow up with you to see if it stays that way.

 

ok, so it seems that if they are too far from the door, the glitch happens. Im going to test with the other door I need to add



#8
maxarturo

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Reduce the number of 'water activators' by scaling it, if you scale them, you can cover your cell with just 1 or at least with fewers.
 
As for the glitch, it's has never happen to me, no matter where the activators are in my cells.


#9
maxarturo

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All vanilla 'Apocrypha' cells are worldspaces, and that's because you won't be able to "Optimize" the cell afterwards, so if you are doing an 'Apocrypha Dungeon' style, you may want to re-think it and create a "Worldspace".







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