ok so.. I got it to work! unfortunately the 1x1 tiles fade just like all the other tiles that were giving me problems..
So I went back into the toolset and painted them down by hand as far as I could see out on the lake and when I load up the game they are solid as a rock (plot, static)..
keep in mind the 1x1's i'm spawning in are the same exact placeable set to plot/static. Here is the final script I got to work to spawn them in via Proleric's advice (thank you!)
void bhFillTiles(object oArea, int nGroundTileConst, int nStartColumn, int nStartRow, int nColumns, int nRows,
float fZOffset = 6.52f, int nColumnOffsetMetres = 0, int nRowOffsetMetres = 0, string sPlaceable = "me_floor015")
{
object oTile;
vector vPos;
vPos.x = 5.0 + 10.0 * IntToFloat(nStartColumn - 1) + IntToFloat(nColumnOffsetMetres);
vPos.z = fZOffset;
location lLoc;
float fFace = 0.0;
// * fill x axis
int i, j;
for (i=0 ; i < nColumns; i++)
{
vPos.y = 5.0 + 10.0 * IntToFloat(nStartRow - 1) + IntToFloat(nRowOffsetMetres);
// fill y
for (j=0; j < nRows; j++)
{
lLoc = Location(oArea, vPos, fFace);
oTile = CreateObject(OBJECT_TYPE_PLACEABLE, "me_floor015", lLoc,FALSE, "x2_tmp_tile" + GetTag(oArea));
SetPlotFlag(oTile,TRUE);
if (sPlaceable != "me_floor015") CreateObject(OBJECT_TYPE_PLACEABLE, sPlaceable, lLoc);
//ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(nGroundTileConst), oTile);
vPos.y = vPos.y + 10.0;
}
vPos.x = vPos.x + 10.0;
}
}
void main()
{
object oArea = GetArea(GetFirstPC()); // or whatever
bhFillTiles(oArea, 0, 1, 1, 10, 13, 6.51, 0, 0, "me_floor015");
}