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Model replacements break dungeon triggers #2711

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@AlexanderSig

Description

Describe the issue

Using a mod that replaces certain models, for example coffins, will break mechanisms that activate when the player steps on the coffin.

To Reproduce

Steps to reproduce the behavior:

  1. Install a mod that replaces coffin/casket models (Handpainted Model Replacements)
  2. Go to a location where stepping on a coffin activates a mechanism in the dungeon. For example "The Wicksly Graveyard" in Betony or Mantellan Crux
  3. The mechanism will not activate. Disabling the mod will make it work again.

Expected behavior

The mechanism should activate.

Screenshots and Logs

Here is a save-game in-front of a coffin that should elevate once you step on it: https://forums.dfworkshop.net/viewtopic.php?p=53044&sid=59d38df876980ea2f73f7b2b6fe23a26#p53044

Desktop (please complete the following information):

  • OS: Windows
  • Version 1.1.1

Additional context
Interkarma looked at this problem in 2022 and posted on the forums "The short version is that problem is created by replacement mesh having LOD groups and object collision isn't happening on the same level in hierarchy. I'll loop back to this one later and attempt a fix."

However, removing the LOD groups from the custom model does not help. I have tried making it so the replacement mesh has the exact same collisions as the original model but that does not help either. I understand the GitHub issues list are not for "mod problems" but I feel I've done everything I can to fix this and can't see any way to replace certain models without breaking the game.

Forum link to Interkarma's post here: https://forums.dfworkshop.net/viewtopic.php?t=5106

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