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Workshop build objects float, not recognising interior floors


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Thats funny since:

WorkshopOverrideXBoundMin [AVIF:00249E6B]
WorkshopOverrideXBoundMax [AVIF:00249E6A]
WorkshopOverrideYBoundMin [AVIF:00249E6C]
WorkshopOverrideYBoundMax [AVIF:00249E6D]

I missed to add these:

WorkshopOverrideZBoundMin
WorkshopOverrideZBoundMax

Would negative numbers work?

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On 4/9/2024 at 3:45 PM, Qrsr said:

Thats funny since:

WorkshopOverrideXBoundMin [AVIF:00249E6B]
WorkshopOverrideXBoundMax [AVIF:00249E6A]
WorkshopOverrideYBoundMin [AVIF:00249E6C]
WorkshopOverrideYBoundMax [AVIF:00249E6D]

I missed to add these:

WorkshopOverrideZBoundMin
WorkshopOverrideZBoundMax

Would negative numbers work?

yes

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18 minutes ago, Qrsr said:

Will it solve the issue for SKK?

No.

It only affects the collision bounds while building. For example: I've been adding a WorkshopOverrideZBoundMin -16 to my floor pieces lately, which allows them to sink into the ground, for 16 points.

This however does not do anything for the havoc physics.

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  • 8 months later...

This is a bit late but if anyone is running into this issue. You have to generate the precombine data for the cell. "World > PreCombine Geometry for Current Cell" in the CK. Keep in mind this creates precombine files you'll need to include with your mod. Those files would be data/Meshes/PreCombined and data/PS4 (Not sure whether the ps4 one is required though obviously. I haven't tested it.)

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