A lot of these entities use the default basic box collision.
You can change this by opening up the appropriate .fpe and adding the line:
collisionmode = 1
Add it under the line flor material index like this:
;header
desc = Stone Wall 1 Curved
;visualinfo
textured = stonewall1_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
;orientation
model = stonewall1 curved.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 1
materialindex = 3
collisionmode = 1
;statistics
strength = 25
explodable = 0
debrisshape = 1
;ai
aiinit = appear.lua
aimain = default.lua
aidestroy = disappear.lua
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
That will make it use poly collision. This can cause a performance hit on more complex shapes but it will alleviate your issue.
Please note that you may need to delete the associated .dbo and .bin files to force GG to rebuild the asset with your chosen collision method (In this case,
stonewall1 curved.dbo and
Stone Wall 1 Curved.bin)
You can use this fix for any static entity that requires more detailed player collision.
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