AGOP doesn't like NiCollisionSwitch
Problem observed with OpenMW 0.49 - newest version from 2024-11-13.
When you enable object paging active grid
in settings.cfg (or in launcher: Settings->Visual->Terrain->Active Grid Object Paging), then models without collision block raycasts, so even though you can walk through them, you can't pick items through them and placed items are put on top of the model.
However, when you disable that setting, everything is fine.
Example: fake water from Tamriel Data, like static item T_Glb_TerrWater_Circle256_01
(TR\x\TR_water_Circle256_DG.nif).
Quick steps to reproduce:
- Have
Tamriel_Data.esm
(I believe an official up-to-date one is enough: doesn't have to be the dev TD_Addon) - Have openmw 0.49 with the
object paging active grid
setting enabled - Load the attached
testObjectPagingFakeW.ESP
, which places several fake water objects and items underneath them in Seyda Neen - COC to Seyda Neen using this command
player->positioncell -11461.6, -73598.9, 86.9055, -50, "Seyda Neen"
- You shouldn't be able to pick up the items when aiming through the fake water
- But when you disable the
object paging active grid
setting, you should
The problem occurs only for objects in exterior cells.
Also - the issue is only with objects pre-placed in CS. If you add the fake water via a console command, like this one
placeitemcell T_Glb_TerrWater_Circle256_01, "Seyda Neen", -11748.335938, -73394.328125, 50, 0
then that fake water is fine regardless of the setting. - red herring: most likely if I disable it and enable it, then it should behave as pre-placed ones.