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Eh, I didn't think that the roombounds/portals were supposed to work in worldspaces. I thought it was an interior only feature. I mistook... Anyway, it's a very complex area with a very advanced roombounds system. Playing with it would probably solve the issue for this specific static (although it wouldn't be simple : I spent more than 1 hour trying to fix it and it's still a failure), but would for sure bring a total mess with other statics.
Fortunately, only a very tiny part of this huge static is visible ingame (in fact, only the appearing/disappearing part you mentioned), no matter the room in which you are. The best solution is to replace it with a smaller rock/piece of wall to cover the gap this static was intended for, making sure its center 'lies' in the proper roombound.
Fortunately, only a very tiny part of this huge static is visible ingame (in fact, only the appearing/disappearing part you mentioned), no matter the room in which you are. The best solution is to replace it with a smaller rock/piece of wall to cover the gap this static was intended for, making sure its center 'lies' in the proper roombound.
Is is possible to combine two room bound boxes into one? Look at this:
<div>[sharedmedia=gallery:images:3369]
The two boxes I put red rectangles on look like they could be merged into a single box assuming that's possible. That should cover the piece in question which you can see selected beneath everything. The origin point would be within the combined box then.
<div>[sharedmedia=gallery:images:3369]
The two boxes I put red rectangles on look like they could be merged into a single box assuming that's possible. That should cover the piece in question which you can see selected beneath everything. The origin point would be within the combined box then.
Technically : yes. But IMO this won't fix the issue. I elaborate :
Technically yes, of course. But I saw at least 1 portal between these 2 roombounds, and this one would need to be disabled. Keep in mind that merging 2 roombounds may have an impact on performance (and make more visible the max number of light sources, for example). However, it might be worth a try.
But from what I understood when looking closely at this area, the issue comes from the smaller roombound you point out on your screenshot and the one that's just over (the open space from where you can see the sky)...
I'll check and report.
Edit 1 : Arthmoor, I tested your solution <a data-ipb='nomediaparse' href='http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Fix%20Issue%2018656%20-%20Arthmoor%20Solution%20TRIAL.esp'>here</a>. Doesn't work. Still investigating.
Edit 2 : Tested merging the 2 roombounds I mentioned and it's even worse. More parts are unrendered. So, I'll stand on what I said : It's much easier and safer to swap the base ID to something much smaller, and cover the small gap it was intended for.
Technically yes, of course. But I saw at least 1 portal between these 2 roombounds, and this one would need to be disabled. Keep in mind that merging 2 roombounds may have an impact on performance (and make more visible the max number of light sources, for example). However, it might be worth a try.
But from what I understood when looking closely at this area, the issue comes from the smaller roombound you point out on your screenshot and the one that's just over (the open space from where you can see the sky)...
I'll check and report.
Edit 1 : Arthmoor, I tested your solution <a data-ipb='nomediaparse' href='http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Fix%20Issue%2018656%20-%20Arthmoor%20Solution%20TRIAL.esp'>here</a>. Doesn't work. Still investigating.
Edit 2 : Tested merging the 2 roombounds I mentioned and it's even worse. More parts are unrendered. So, I'll stand on what I said : It's much easier and safer to swap the base ID to something much smaller, and cover the small gap it was intended for.
Fix <a data-ipb='nomediaparse' href='http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Fix%20Issue%2018656.7z'>here</a>, checked ingame. Also fixed some other placement errors.
<blockquote class="ipsBlockquote">
0003571e : MineCliffs02 base object changed to MineCBoulderL04, then moved to close a seam, in order to fix a vanishing rock due to incompatibility between the existing roombounds and the large scale of the original mesh.
<div>0003571f, 00035726, 0003578e, 000357a0, 000357a3, 00050578, 0010cab1 : mine boulders moved to close seams.
<div>00035726 : mine balcony moved to close a seam.
</blockquote>
<blockquote class="ipsBlockquote">
0003571e : MineCliffs02 base object changed to MineCBoulderL04, then moved to close a seam, in order to fix a vanishing rock due to incompatibility between the existing roombounds and the large scale of the original mesh.
<div>0003571f, 00035726, 0003578e, 000357a0, 000357a3, 00050578, 0010cab1 : mine boulders moved to close seams.
<div>00035726 : mine balcony moved to close a seam.
</blockquote>
Wow, this was more complicated and fiddly than I imagined, I didnt realise so much occlusion culling was going on in there.
Nico's fix looks like a good fix in my game, I have examined it from all angles ..
<img src="http://i.imgur.com/Ba4ub3N.jpg" alt="Ba4ub3N.jpg">
<img src="http://i.imgur.com/jVMA7av.jpg" alt="jVMA7av.jpg">
<img src="http://i.imgur.com/U3ordsg.jpg" alt="U3ordsg.jpg">
<img src="http://i.imgur.com/Vts75g9.jpg" alt="Vts75g9.jpg">
Nico's fix looks like a good fix in my game, I have examined it from all angles ..
<img src="http://i.imgur.com/Ba4ub3N.jpg" alt="Ba4ub3N.jpg">
<img src="http://i.imgur.com/jVMA7av.jpg" alt="jVMA7av.jpg">
<img src="http://i.imgur.com/U3ordsg.jpg" alt="U3ordsg.jpg">
<img src="http://i.imgur.com/Vts75g9.jpg" alt="Vts75g9.jpg">
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