Extremely weird terrain/collision/clipping issue at the third artillery site - player character gets caught and zapped around in that location; floating leaves, cannon foundation too low, terrain very smooth/sandy, visual tear in textures.
The walkway on the bridge at the certain spot doesn’t have terrain collision and player falls through the bridge, on the ground below. Same “pothole” is on the both sides of the bridge’s walkway.
Please do something about the collision / hit box of that thing and its siblings of various sizes. I cannot count the times I died because I got caught and blocked by that when sneaking/escaping.
And a boarded up door inside the north-westernmost house in Salthamn, which can be used like a regular door. There’s nothing inside, looks funny though.
Whooa when happened that the jet plan collided with FOA2 guard post? I saw the place before and there was just a plain mark. The amount of concrete platforms seems to increased as well, remember only four of them and the big one in the middle.
As do all of these pipes - it probably is at least partially tied to graphics settings, but I think the difference between states is too big - it’d probably deserve an intermediary LOD level to balance things out:
Those pylons, or traffic cones are regular sized and a very common sight in Sweden.
Also it feels like the textures on those timber pile props hardly warrant as a “global issue”…
‘Global issue’ as in: all props of the same make, no matter where in the game world they are placed are having the same issue; in this case all timber, in all barns or stacks, has a texture applied that could be modified when the artists have nothing better to do. Or, like in previous posts, all houses with a certain layout have issues with the chimney, or all windows in the ‘kitchen/dining room wing’ have a z-fighting issue, or all houses with the additional right-side wing have a door that crashes into the shelves and smashes a lamp…
I think the beauty in recognizing a ‘global’ issue lies in the simplicity of the fix - adjust one instance, and ideally it should carry over to all other instances without having to touch up every single one of them. Compare that to issues like the ‘broken’ lakes or misplaced light sources I reported before - these need to be adjusted by hand, location by location.
No urgency is implied - I’m aware that most issues I’ve raised are not relevant to gameplay or mission flow. They’re just visually distracting, and I think that most of them are likely easy to correct.