Qrsr Posted April 9, 2024 Share Posted April 9, 2024 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? Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 10, 2024 Share Posted April 10, 2024 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 Link to comment Share on other sites More sharing options...
Qrsr Posted April 10, 2024 Share Posted April 10, 2024 22 minutes ago, RoNin1971 said: yes Will it solve the issue for SKK? Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 10, 2024 Share Posted April 10, 2024 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. 1 Link to comment Share on other sites More sharing options...
gislijohann Posted December 20, 2024 Share Posted December 20, 2024 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.) 1 Link to comment Share on other sites More sharing options...
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