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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
02.jpg
03.jpg
Fix issue 36283.esp
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
02.jpg
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
Showing Comments 1 - 1 of 1

Issue Data