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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).

scrnh2

objPagingEnabled

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.

Edited by trav