Couldn't spot Erebor in the sub-mod, but do have a version Leo sent me to test for lighting, is that the same version? If it is I think the only access is via 'bridge' - you could try deleting and re-making the 'bridge' path in case that is the problem.
I'd have thought if you rotated the core three files and not the pathfinding then you'd definitely end up in a mess. In the version where you rotated all the files can you get the .world, breaches/bridges, .world tposed (for collisions) and pathfinding all up in the 2d view at the same time and see if they look like they all line up correctly.
Unless it is just IWTE doing something odd; the only other thing I can think of is that there isn't a large enough un-merged area in the terrain, so if it ends up sitting on a larger bit of hill in the underlying terrain it gets cut off - can you try it in a flattish battle-map location??
Yeah, I think one of the times the download section had a glitch the count suddenly jumped by a few thousand
Every now and again though someone turns up who's apparently been getting on with making settlements without asking anything on here (am always slightly surprised by that)
Re: lighting - I did in the end find a setting which gets you the overall flickery effect in day-time too. The next (coming shortly) version of IWTE will have the ability to change the default values, but it's definitely an all over thing at the moment. We're trying to understand how it works a bit more, am currently getting some very odd effects trying it on vanilla multi-complex settlements.
That's a village with the vertex lighting set at CA's normal max value for all the structures - but some complexes are showing up fully lit and other ones seem to have 'switched off' entirely![]()






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