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Issue Data
Status: Fix Pending
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Placed References
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By BlackPete on Feb 25, 2026 8:40 pm
Last Edited By Nico coiN on Mar 3, 2026 3:53 am

Issue #36283: Rubble pile that appears to be invisible in Darklight Chambers

 
A rubble pile (00044EDD) is invisible. I checked to see if it was disabled and that isn't the case because you can run into it. This was the second time I went through the dungeon. It should be noted that the dungeon doesn't reset. I had already cleared it out previously, but had to go through it a second time to reach some locations up above. I'm somewhat sure that it wasn't invisible the first time around, so this could be some kind of engine nonsense. The only thing I can think of to check for is for a room bounds issue.

Screenshot: https://postimg.cc/YjjB3p6r

Comments

1 comment(s)
Nico coiN said:
 
As I see it in the CK this issue is normal and it should happen every time. I will explain:
1- Every mesh has an 'origin' or 'central pivot'. When you select the ref in the CK render window this point is the one from which you can rotate the view by holding shift and moving the mouse. It is always displayed as a thin yellow cross.
2- In the CK go to View, then 'Show/Hide window' and tick 'Portal and Rooms to make room markers and portals visible. Room markers display as big faint blue boxes and theyr are 'piled' each one on each other direct neighbour.
3- Basically, if the pivot of your RefID is outside a room marker then this one will not be rendered ingame when your character is in this room marker.
That's exactly the case here: the pivot is under the room marker.

From this there are basically 2 options:
1- Expanding the room marker lower so as it 'eats' the pivot.
That's not possible here: the room marker is already 'piled' directly over another one at the other end of the area. Altering its dimensions will 'eat' the other room marker and will cause rendering garbage ingame at the 'conflict' zone.
2- Linking the RefID to the Room marker to apply a 'forced rendering' rule.
Double click on the refID 0044EDD in the render window (just as if you would alter its coordinates), go to the 'Multibound' tab, next to 'Multbound Reference' click on the 'Select Reference in render window', then with the crosshair make a double-click on the room marker on which you want to apply the 'linked forced rendering' medicine. Click ok and that's all.

Ingame, when your character will be in this room marker he will see:
- 'regularly' all items which pivots are 'regularly' inside the room marker
- 'regularly' all items in neighbour room markers that can be seen through 'portals' placed between them (that's a whole other matter)
- PLUS the references that have the 'linked forced rendering' medicine applying to this room marker

See attached screenshots and fix. I applied the exact same method to issue 36292, for example.

The 'Roombound' general topic is much more detailed in the 'old' Bethesda CK tutorial video.



Attached Files:

01.jpg
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03.jpg
Fix issue 36283.esp

Comment #1 Mar 3, 2026 3:50 am  Edited by Nico coiN on Mar 3, 2026 3:51 am
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