Well, just to clarify, this often happens because of how the collision is set up on models. Bethesda often made the colliision model not the same size as the visual model. This causes no end of trouble, such as the cursor picking up objects you aren't looking at. As you probably know, you could add collision to fix this issue if you wanted. If the carts that hovered are the exact same size as the other carts, you could perhaps get away with copying the collision from the other cart mesh. Otherwise, more complex methods using NifUtils would be needed to merge/recreate the collision. And that is not fun, let me tell you. Who dares mention Brumbek!? Oh, I mean, hello. Interesting mod, thanks for your efforts. I looked over all three meshes. The Pie looks fine. The Plate's collision is wacky, being comprised of two ugly boxes that don't even fit correctly. Oh Bethesda, using a square collision on a round plate! Honey Nut collision is too small but shouldn't cause issues except perhaps falling an inch or two upon cell load. So the Glazed Plate collision should be fixed. By fixed I mean recreated using NifUtils. Will this fix the shaking plate thing? No clue really. It is possible some plates are placed too close to the edge of the table and hence the player bumps into one of the square edges, but this shouldn't cause all that shaking. But full disclosure: I don't really understand the collision/physics of Skyrim...but who does?