Issue Data
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Issue #29390: Forest Grove Marsh Water Issues - with Workaround
Issue #1: The water plane at the south side of lock gate at the dam doesn't respect player physics. If the player jumps in from the lock gate they will die, If they enter the water from the opposite side, they will be able to walk around as if the water wasn't there, and will not receive radiation.
Reference: UNIQUE_WaterDamLock [001C4997], at: ForestGroveMarshExt03 [0000E493] Solution: Disable the "Is Full LOD" flag. Once disabled, the water behaves as expected, the player jump in without dying, swim around, and will receive radiation. However, this is more of a workaround than a proper fix, as it will disable the LOD. Issue #2: Two of the water planes at Forest Grove Marsh do not give the player radiation as they are supposed to. Reference: Water1024ExtRiverCharlesUpper [0004BFF1] and [0004BFF4], at: ForestGroveMarshExt03 [0000E493] Solution: Disable the "Is Full LOD" flag. I thought it would be best to combine the two issues, as all 3 water planes are next to each other. I have uploaded a copy of the workaround to Nexus: Forest Grove Marsh - Dam Water Fix The Unofficial Patch Project Team are free to use this if they wish. |
Issue #1: Arthmoor concluded that this isn't something we can deal with on our end [Issue #25315].
I have a feeling that the second issue may not be resolvable either if the only "solution" is disabling that flag. We usually choose not to address issues that require correcting something at the cost of messing something else up. Since I'm not all that knowledgeable about how LOD works, maybe Arthmoor or another project member can comment further. Judging from the change log it looks like the patch has already addressed one or more issues related to the water previously at this location. The developers obviously did a rather poor job with their design.
I have a feeling that the second issue may not be resolvable either if the only "solution" is disabling that flag. We usually choose not to address issues that require correcting something at the cost of messing something else up. Since I'm not all that knowledgeable about how LOD works, maybe Arthmoor or another project member can comment further. Judging from the change log it looks like the patch has already addressed one or more issues related to the water previously at this location. The developers obviously did a rather poor job with their design.
Comment #1 Nov 15, 2020 2:00 am
Edited by BlackPete on Nov 15, 2020 2:04 am
The solution Ablaze666 mentioned in your mod thread seems to have solved the issue while retaining the ability to see the water from a distance. So we've added 3 new water refs that do not have the IsFullLOD flag on them. The water physics now work properly in all 3 cells. They've been duplicated from the refs set up by the USSEP initially so that the positioning data is maintained and we don't reintroduce water gaps.
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