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Message
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Gez
Honorary Member
22 Jul 2005

Location: Bruma. Well, Brummagem.
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This thread is for error reporting about the actual world of TR_Mainland; the exteriors, the interiors, and the objects in them.
Please use this format for posting errors:
----------------------
Cell: Please tell us the name of the cell you found the error in. If you found it in an exterior, please give the grid position
Location: Give a more specific location, if it applies.
Error: Report the error here.
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For example,
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Cell: Firewatch Palace, Duchess' Quarters
Location: On the table
Error: The cutlery bleeds into the table
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Cell: Yashazmus, exterior
Location: Largest dome piece
Error: A root is floating
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It can be very helpful to use Morrowind's beta comment function to report errors. To enable this function, simply open up Morrowind.ini and find the line:
BetaCommentFile=
Change this to:
BetaCommentFile=BetaComment.txt
(You can name it anything you want, as long as it has the proper extension)
Then when you see an error, open up the console, click on the object (you should see it's ID in the title bar), and type
bc "This is wrong"
or something similar
A log will be created stating the time, place, exact position, cell, and your comment.
Please don't write your bug reports in boldface. We use boldface to mark bug reports that are already fixed. If you post yours in boldface, then we will think it is fixed already and won't fix it.
_________________ Hey you! Yes, you, the sig-reader! Are you in TR's sound and music department, per chance? If so, keep in mind the creature sounds for TR Morrowind needs to be improved. I mean, replaced. They're just crap improvised at the last minute with the Windows XP sound recorder and they suck.
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Mon Dec 01, 2008 6:42 pm
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Scamp
Reviewer
21 Nov 2009

Location: The Velothi Mountains
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Cell: Tel Muthada, Lower Tower
Location: The railing
Error: in_t_edge_01 is very much caspering (x4)
Edit: Same in Alt Bosara, Tel Vaerin
_________________ "Scamp you are the wonderboy" - Praedator
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Wed Jan 05, 2011 8:38 pm
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Mwgek
TR Modder
11 Apr 2008

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It was perfectly fine outside tr_data.. Going to check it out myself.
[EDIT] Works fine with me. Only Haplo linked the wrong Icon. It's not the one I made.
[EDIT2] Regions around Necrom are still having development names like: TR_sea_of_ghosts etc.
TR_Mainland.esm TR_necrom_ordinator_shirt Necrom, Charnelworks (42,-11) 347518 -85011 1603 "necrom ordinator shirt is using skirt Ground mesh and icon"
TR_Mainland.esm TR_ordinator_necrom_s00000004 TR9_Sea of Ghosts Region (41,-11) 342746 -84828 1301 "killing/assaulting an ordinator in Necrom only 40 gold fine?"
_________________ --Mwgek--
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Wed Jun 06, 2012 3:12 pm
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Vocal Lurker
Member
06 Jun 2012
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6/6/2012 (19:07) TR_ex_nec_hwall01 Necrom (42,-12) 351542 -93939 1822 "not necessary, caspering"
6/6/2012 (19:07) TR_ex_nec_gate Necrom, Temple Courtyard (43,-12) 353024 -93120 2496 "can see gate part next to High Offices entrance"
I don't see an error
6/6/2012 (19:22) TR_sc_map2se Necrom, Docks Administration 7225 643 15012 "necrom not as illustrated"
TR_Data issue
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Wed Jun 06, 2012 6:30 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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Evil Eye, on the official forums (only the Mainland bugs; the Data bugs are in an internal thread):
There're a few floaters on the sea side in (25,-5).
The door leading to Ayemar, Guard Tower (the one on the bridge) is stuck in/behind the wall.
The stairs leading to the Dreynim Spa, Foyer are too low, jumping is required to get on the platform. The bridge in Dreynim suffers from much the same problem. As do the shack steps directly across the rope bridge in (30-10). Crap, I honestly thought those bridges were fixed using collision meshes... -Nemon
Last edited by arvisrend on Thu Jun 07, 2012 5:06 pm; edited 1 time in total
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Thu Jun 07, 2012 10:58 am
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TheUnending
TR Modder
13 Jun 2010

Location: Arcane University
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Not sure if its just me but the stairs going throughout Akamora are a little hard for the player to walk up. Not sure why that is but just wanted to say something just in-case it wasn't jsut me.
_________________ "*Sips Coffee*"
"The only sure way of taking over the world without your plans being ruined at the eleventh hour by some nosy kid... steal everyone's shoes..."
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Thu Jun 07, 2012 2:48 pm
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Vocal Lurker
Member
06 Jun 2012
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6/7/2012 (16:23) TR_terr_WG_Cliff_05 Sacred Lands Region (36,-11) 297789 -83171 -41 "left edge not
properly based"
6/7/2012 (16:47) flora_tree_gl_02 Mephalain
Mountains Region ( 37,-18 ) 307068 -143587 659
"terrain not blending well next to this tree"
6/7/2012 (16:54) terrain_rock_wg_17 Mephalain
Mountains Region (37,-22) 303268 -177596 -12
"texture not blending near this rock along edge of water"
6/7/2012 (16:56) terrain_rock_wg_18 Seitur (37,-24)
303209 -193189 170 "texture not blending along the path"
6/7/2012 (16:57) terrain_rock_wg_18 Nedothril Coast Region (37,-25) 306760 -200991 399 "texture seam under this rock"
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Thu Jun 07, 2012 4:14 pm
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Evil Eye
TR Modder
03 May 2009
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Guess I'll just post 'em up here straight away.
There're some floating rocks (and rather bizarrely a flying root) in (43,-14).
The left (coming into Necrom) wall sticks through the gate at (44,-12).
| arvisrend wrote: |
| Crap, I honestly thought those bridges were fixed using collision meshes... -Nemon |
I did spot a few collision meshes in the CS.
Haplo Edit - Please use BetaComments to report errors in-game!
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Thu Jun 07, 2012 4:22 pm
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Mwgek
TR Modder
11 Apr 2008

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| Quote: |
| Not sure if its just me but the stairs going throughout Akamora are a little hard for the player to walk up. Not sure why that is but just wanted to say something just in-case it wasn't jsut me. |
Thats the original MH mesh having a collision problem.
| Quote: |
The door leading to Ayemar, Guard Tower (the one on the bridge) is stuck in/behind the wall.
The stairs leading to the Dreynim Spa, Foyer are too low, jumping is required to get on the platform. The bridge in Dreynim suffers from much the same problem. As do the shack steps |
Already reported them in first post, something that did not get fixed in alpha thread..
_________________ --Mwgek--
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Thu Jun 07, 2012 6:31 pm
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Sapphron
Member
06 Nov 2004

Location: Florida
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Cell: Nedothril Coast Region (48, -16), Nedothril Coast Region (47, -16), Sacred Lands Region (47, -15), Sea of Ghosts (48, -15)
Location: On the mountain to your left as you leave Durthungz.
Error: There's a landscape seam running along the -16 to -15 border as these four cells meet up.
Also, I'm fairly sure that I entered a cave in the new area somewhere and the door marker was placed so that I spawned in the ceiling too high above the door. I wasn't paying attention to where it was at the time though so I can't remember which cave it was.
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Thu Jun 07, 2012 8:50 pm
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Mwgek
TR Modder
11 Apr 2008

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Some (smallish) Necrom errors spotted while testing collision on various models:
6/7/2012 (23:44) TR_Mainland.esm 6/6/2012 TR_ex_nec_hwall02 Necrom (42,-11) 350272 -82048 -63 "slightly caspering, not snapped"
6/8/2012 (00:08) TR_Mainland.esm 6/6/2012 TR_ex_nec_w_01 Necrom (43,-11) 355834 -86077 1064 "caspering"
6/8/2012 (00:08) TR_Mainland.esm 6/6/2012 TR_ex_nec_d_01 Necrom (43,-11) 355971 -86123 944 "slightly caspering"
6/8/2012 (00:09) TR_Mainland.esm 6/6/2012 TR_ex_nec_d_01 Necrom (43,-11) 356014 -82494 935 "slightly caspering"
_________________ --Mwgek--
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Thu Jun 07, 2012 10:12 pm
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OldFashionedGuy
Member
09 Feb 2012
Location: WA, USA
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6/7/2012 (18:55) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-10) 243786 -80198 246 "caspering"
6/7/2012 (18:55) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-10) 243354 -79136 246 "caspering"
6/7/2012 (18:59) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_05 Mephalain Mountains Region (29,-10) 238850 -80286 629 "caspering"
6/7/2012 (19:00) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-11) 244406 -87142 1494 "caspering"
6/7/2012 (19:02) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_05 Mephalain Mountains Region (28,-12) 234635 -91868 -411 "clipping"
[cannot reproduce any of these -- arvisrend]
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Fri Jun 08, 2012 2:08 am
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Lord Berandas
Member
17 Jan 2011
Location: Prague, Czech Republic
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ex_t_root_xl_01 Tel Oren (21,11) 179234 92240 1195 "gap/moved stone"
TR_water_Circle256_DG Dagorda Cavern 2567 439 -140 "diamonds cannot be picked because of this"
flora_wickwheat_03 Molagreahd Region (20,15) 171056 129200 645 "floats"
flora_wickwheat_03 Molagreahd Region (20,16) 169424 133631 447 "floats a little"
flora_gold_kanet_02 Molagreahd Region (19,15) 156352 126919 471 "floats"
TR_ex_NordWell_DG Firewatch (17,15) 146992 127320 432 "should be lower, compared to the character"
In my opinion all these fences, that could be found in imperial cities (Firewatch) should be lower - it looks weird, when you have fence in front of your head and nothing by your legs.
fixed by arvisrend.
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Sat Jun 09, 2012 9:36 am
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greendogo
TR Tester
29 Mar 2008

Location: Land of Oz
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Cell: Mendris Terif's Shack
Error: Baskets and clutter prevent exploration of "Mendris Terif's Shack"
terrain_rock_rm_21 Inlet Bog (14,-21) 118464 -164541 2530 "floating"
terrain_rock_rm_20 Inlet Bog (14,-21) 119440 -164512 2512 "floating"
terrain_rock_bc_18 Inlet Bog (16,-19) 132800 -149242 772 "floating"
Flora_kelp_01 Lake Boethiah (34,-1) 283689 -4597 -168 "kelp above water"
furn_shrine_veloth_01 Necrom, Catacombs: Third Chamber 1968 -896 -549 "there's a non-functioning shrine to veloth among four shrines"
TR_ex_ind_bridge_stair Dreynim (29,-23) 241288 -185624 592 "middle step on TR_ex_ind_bridge_stair near lumber camp requires a jump to get over"
Cell: Sacellum of St. Llothis: Shrine
Error: No guard or NPC to prevent outright theft.
Cell: Refuge of St. Aralor
Error: No guard or NPC to prevent outright theft in atrium.
tr_ex_ind_stair01 Alt Orethan Region (25,-23) 208110 -182304 -80 "stairs over bridges in front of Meralag prevent smooth climbing"
Cell: Meralag
Location: In front of The Golden Glade
Error:Stoop in front of Meralag, The Golden Glade sinks into the ground and looks ugly. I don't agree.
Ardkoz 5120 5376 9344 "Ardkoz's lava pit/shaft thing has no enclosure or room above, so you can just levitate out into the void through the top."
Cell/Location: Mansurabi, all areas
Error: Mansurabi seems devoid of all life, lack of detailing?
Necrom, Upper District (44,-11) 363072 -83904 1808 "The flags outside of the Refuge of St. Aralor and the Shrine of Saint Rilms are not activators. while the flag in front of the Sacellum of Saint Llothis IS an activator"
Someone already pointed this out, but I didn't know if they were clear enough. The "Foreign Quarter" of Necrom seen on the drawn map in game is absent. To be fixed...
_________________ Gentlemen, start your striders:
http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
Last edited by greendogo on Tue Jun 19, 2012 4:20 am; edited 1 time in total
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Mon Jun 11, 2012 6:10 am
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Kayden
Member
04 Aug 2011
Location: Here, there, place.
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Not sure if this belongs here or not but for some reason some Telvanni towers, the manor in helnim, the guard tower in akamora, and the tower in firewatch won't load in MGE, not sure what the problem is or if its something wrong with TR and the last release of MGE.
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Thu Jun 14, 2012 2:49 pm
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Mwgek
TR Modder
11 Apr 2008

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Must be a problem with mge. Since you are talking about (some) vanilla models. Try reloading you distant land settings and generate distant meshes again.
_________________ --Mwgek--
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Thu Jun 14, 2012 4:58 pm
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Kayden
Member
04 Aug 2011
Location: Here, there, place.
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Did it several times, even reinstalling MGE
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Thu Jun 14, 2012 6:42 pm
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Why
Head of Stories
04 Jul 2009

Location: Utrecht
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You can set an override list for statics like these in MGE's distant land creator. Not exactly sure how one would do that, but it should be available on the web somewhere.
_________________ Oh, how rarely wisdom rules our hearts!
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Thu Jun 14, 2012 7:21 pm
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Ashstaar
TR Modder
02 Jun 2005

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These land tears still exist from before:
| Description: |
|
 Download |
| Filename: |
landtear1.PNG |
| Filesize: |
1.48 MB |
| Downloaded: |
66 Time(s) |
| Description: |
|
 Download |
| Filename: |
landtear2.PNG |
| Filesize: |
1.72 MB |
| Downloaded: |
53 Time(s) |
| Description: |
|
 Download |
| Filename: |
landtear3.PNG |
| Filesize: |
1.82 MB |
| Downloaded: |
62 Time(s) |
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Sun Jul 22, 2012 7:38 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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Missing cells in m3a4east:
landtear1.png == missing cell 19,-15, missing in all files known to me (I've checked the Mainland of 21 Apr 2012 and three old versions of m3a4east), possibly never made.
landtear2.png and landtear3.png == missing cells 17,-17 and 18,-17, missing in current version of Mainland, missing in 4 Apr 2012 Mainland, but present in Nemon's 19 Jun file. I thought tes3cmd accidentally cleaned it out, but no, at least it doesn't when I try cleaning the 19 Jun file with tes3cmd now. Might still be a result of cleaning with other tools. FIXED in internal file.
I've been trying hard but I could not find this clusterfuck. Has it, by any chance, already been fixed?
EDIT: I have looked into the 19 Jun file again. No further cells containing references have been lost since that file, BUT three cells without references have been cleaned out: 19,-15, 19,-14, 19,-13. These have no ground texture and their heightmap is flat except at the borders (where it has been smoothened to match the neighboring cells). I don't think we should remerge them.
_________________ [20:25] Why|away: You are a cynical bastard :D
Last edited by arvisrend on Sat Aug 11, 2012 11:45 pm; edited 1 time in total
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Thu Jul 26, 2012 1:06 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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Just to record some stuff noticed by Why:
Some topic replies about "Dun Akafell", and some topic replies about "The Inn Between" mentioning Dun Akafell, should have showmap "Dun Akafell" in the result box.
The pond near Tedril Draren in cell 30, -15 is too deep for static water. If Tedril Draren dies while in the pond, you can't loot his corpse.
_________________ [20:25] Why|away: You are a cynical bastard :D
Last edited by arvisrend on Mon Aug 06, 2012 12:08 pm; edited 1 time in total
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Mon Jul 30, 2012 3:14 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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TR_Roamer_Hunter_12a in TR_Data.esm differs from TR_Roamer_Hunter_12a in TR_Mainland.esp only in hair: b_n_dark elf_m_hair_26 in Mainland, TR_de_m_hair_004 in Data. Which one is right?
_________________ [20:25] Why|away: You are a cynical bastard :D
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Mon Aug 06, 2012 1:10 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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Terrain_rocks_WG_01 Dun Akafell Canals 4524 3646 12543 "caspering, and so are several other objects nearby"
In_OM_door_round Dun Akafell Canals 4889 3027 12520 "unlinked door"
What was door Tr_m3_DunAka_In_DB_door01 made for? It is blocked but there are no visible reasons for it to be so. This confuses the player (who might start thinking that doors in Dun Akafell don't open generally). Is it a hook for a quest to be added later? Will be fixed once i2-457 is merged.
_________________ [20:25] Why|away: You are a cynical bastard :D
Last edited by arvisrend on Sun Mar 31, 2013 7:10 pm; edited 1 time in total
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Wed Aug 08, 2012 3:04 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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TR_ex_entrance_WG_06 Mephalain Mountains Region (33,-7) 274196 -56956 1404 "WTF another missing int"
Pulummu Mine is devoid of any interesting references.
_________________ [20:25] Why|away: You are a cynical bastard :D
Last edited by arvisrend on Tue Oct 02, 2012 12:54 am; edited 1 time in total
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Wed Aug 29, 2012 10:04 pm
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Numenorean
Member
07 Jul 2012
Location: Germany
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Some obscure cells I've noticed:
"Grotto - Asohaldan": "Asohaldan Grotto" is better (like "Gulunibi Grotto" or "Manabilu Grotto") FIXED.
"Dragon Nest Inn" - I think it was replaced by "The Inn Between", but the Interior is still in the esm.
"Falanos Tomb": "Falanos Ancestral Tomb" would fit better with the naming scheme of other Dunmeri tombs. FIXED.
"Necrom Lighthouse (...)" has no teleport doors to exterior cells (?)
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Sat Oct 13, 2012 7:29 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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| Numenorean wrote: |
| "Necrom Lighthouse (...)" has no teleport doors to exterior cells (?) |
Because the exterior was removed
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Sat Oct 13, 2012 10:25 pm
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greendogo
TR Tester
29 Mar 2008

Location: Land of Oz
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Necrom, Upper District (44,-11) 363072 -83904 1808 "The flag outside of "Necrom, Arnesian War Collection" is not an activator." fixed, but the activator still has no animations (and shouldn't have, since it would otherwise bleed through the wall)
_________________ Gentlemen, start your striders:
http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
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Sun Oct 14, 2012 10:23 am
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rot
TR Modder
21 Oct 2012
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- Sassanibat Hut : no ownership flags (or NPCs simply don't react to their stuff being taken) FIXED - arvisrend
- Necrom, Temple Pathway : slight Y distance mismatch between the doors leading to High Offices
(~1600 between ground and balcony doors in Pathway side vs. ~1300 on the offices side, no big deal but got me disoriented) we don't fix this - arvisrend
- Necrom, Fane of the Ancestors : "furn_hook_01" used here to maintain banners have small floating 2-dimensional black square butts that only show from the other side of the altars ?
(see attached - I've seen that before on original MW files that are supposed to be vertical, so I don't think a mesh replacer is to blame) i cannot reproduce this: see http://i.imgur.com/wBq6q.jpg - arvisrend
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Sun Oct 21, 2012 10:59 pm
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Leon
TR Modder
30 Jul 2011

Location: The Netherlands
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"TR_m2_mk_laughinggoblin" has not an animation, it doesn't move with the wind like other banners do.
_________________ - León van der Stadt
Music Composer & Quality Assurance
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Sat Dec 01, 2012 10:40 am
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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Thanks, rot!
Recording some issues I don't have time to fix now:
Cell "Romithren Monastery, Scriptorium" has several objects on de_p furniture resting badly due to 0,0 rotation.
Redesign of the "Teeth of Stone" near Akamora is probably waiting for Mwgek's models.
_________________ [20:25] Why|away: You are a cynical bastard :D
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Mon Dec 17, 2012 8:47 pm
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rot
TR Modder
21 Oct 2012
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in_c_door_arched Firewatch, The Howling Noose 3840 3776 256
in_c_door_arched Firewatch, The Howling Noose 4090 3770 256
"slight gap between door and frame"
in_impsmall_doorjam_01 Firewatch Palace, Audience Chambers 4475 3699 14914
"gap between this and the wall on its side"
in_impsmall_door_01 Firewatch Palace, Foyer 7788 4304 1968
in_impsmall_door_01 Firewatch Palace, Foyer 8260 4892 1968
in_impsmall_door_01 Firewatch Palace, Foyer 8466 4196 1960
in_impsmall_door_01 Firewatch Palace, Servants' Quarters 4078 3684 13472
in_impsmall_door_01 Firewatch Palace, Servants' Quarters 3751 4384 13472
in_impsmall_loaddoor_01 Firewatch Palace, Argonian Mission 4224 3840 15296
"slight gap between door and frame"
etc., gave up on listing these, looks like half the doors have a slit you can see through, only real trouble is with the loaddoors.
barrel_01_saltrice Firewatch (17,15) 141453 128512 365
TR_barrel_01_cheapfood5 Firewatch (17,15) 142163 128595 401
"slight float"
TR_in_v_debris_01 Sadas Plantation, Tel Sadas 4266 3546 14368
"could use more rubble around the roots, plain wall clearly visible underneath makes it unconvincing"
TR_m2_TMo_ban_tavern_glass Tel Mothrivra (33,3) 276607 27484 2508
"The Glass Goblet tavern sign is tilted at a static angle, looks great with wind, bad otherwise"
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Thu Dec 27, 2012 12:39 am
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Mwgek
TR Modder
11 Apr 2008

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TR_ex_ind_bridge_sect Dreynim (29,-23) 241672 -185628 820 "Bridgeparts need to be snapped, you now bump against collision"
TR_ex_ind_bridge_sect Lan Orethan Region (29,-20) 245414 -162514 843 "Bridgeparts need to be snapped, you now bump against collision"
_________________ --Mwgek--
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Fri Jan 04, 2013 1:16 pm
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Lord Berandas
Member
17 Jan 2011
Location: Prague, Czech Republic
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Posted these in the wrong topic, here it should be fine I hope.
ex_de_shack_awning_04 Darnim (22,-18 ) 185232 -141472 240 "there is a missing face of the mesh on the roof - the wooden part" Also, there is caspering between the two awnings. The whole makeshift tent made from two awnings is a bit of a hack, but I like the idea, so I'd love to see this fixed rather than axed. -- arvisrend
furn_com_rm_chair_03 Helnim, Imperial Archaeological Society 4370 2496 15044 "chair is bleeding into the window"
I was afraid that mainland will be no match for my lvl 36 pure sorceress after Bloodmoon, but I must admit, that there are places such as dwemer ruins which can be pretty challenging, especially when there are enemies which cannot be defeated by magic and I use no weapon. I had to sneak around them or pass around invisible - that's great!
btw, Nchazdrumn is a real jewel of leveldesign in TR, one of the greatest dungeons in TES!
TR_bk_m2-68_bwblessings Necrom, Greater Bonewalker Smithy 596 2626 -11 "shouldnt there be at east some description on this scroll, rather than blank paper? at least on those which are already inserted in the corpses"
TR_m2_ledger3_i2-414-tri Necrom, Charnelworks Records 4635 3548 15944 "same here, unless these are blank books waiting to be filled, the other books in the lower level had description, on the upper level have none"
TR_act-m2-56-necswitch2 Necrom, Catacombs: Lower City Entryway -446 65 -16 "this is more an idea, than a bug - shouldn't there be some punishment when taking an oath and then stealing in the temple? something like summoning bonewalker behind you, or at least a textbox saying something like that you have been cursed?" yes, we had such plans, but they aren't realized yet -- arvisrend
TR_ex_nec_loaddoor3 Necrom, Temple Courtyard (43,-12) 354111 -90726 1787 "Im not sure about the scale of this door, but perhaps its intended, because as I've seen the doors usualy don't fit their rims exactly"
TR_in_nec_doorjamb_02 Necrom, Temple Pathway 1888 2656 1312 "isn't the doorjamb moved slightly to the ground? other doors seems to be sitting on the ground properly"
TR_ex_nec_wall_04 Necrom, Upper District (44,-12) 366656 -93344 1792 "I think this piece of wall is bleeding into the gate too much - part of it can be seen when passing through the gate"
TR_furn_banner_roris03 Necrom, Upper District (44,-11) 366945 -86620 1638 "this banner doesnt work as an activator - has no description box as others"
TR_misc_explodo_rotors "item says Dwemer Centurion Parts, but these are Dwemer Explodo Parts or Rotors, perhaps it should be renamed?"
TR_water_SqStat1024 Sacred Lands Region (43,-15) 352932 -116838 1002 "one corner of this water square goes through the ground and can be seen"
TR_water_SqStat1024 Sacred Lands Region (43,-15) 352557 -117571 1150 "player can go under this water level and it feels odd"
TR_water_SqStat1024 Sacred Lands Region (43,-15) 353869 -118749 1121 "edge of water square can be seen here, when looking against the waterfall - perhaps placing additional boulder would solve this"
TR_w_adamant_dagger Haddadalmalu, Southern Wing 3827 3777 10952 "isnt this dagger 2x scaled? or are all these daggers like this one? because it looks like just over-shortened claymore" it's 1.00 scaled, so blame the data
ingred_sload_soap_01 Dreynim Spa, Resort 3417 3680 15837 "sload soap cannot be picked because of the water layer, but I asume its not a big issue here"
flora_gold_kanet_01 Dreynim Spa (29,-22) 240917 -174240 15 "this gold kanet is inside the rock and cannot be seen - should be moved or removed"
TR_ex_ind_bridge_stair Lan Orethan Region (29,-20) 245595 -162852 615 "this part of stairs should be lower, because it cant be passed properly"
TR_ex_ind_bridge_sect Lan Orethan Region (29,-20) 245414 -162514 843 "same here"
TR_ex_ind_bridge_stair Lan Orethan Region (29,-20) 244992 -161723 615 "and here"
tr_ex_ind_s_wall04 Tomaril Manor, Guard Tower: Upper levels -265 -512 128 "bleeds to the stairs part"
TR_m2_Polodie_Floine 00000000 Akamora, Guild of Mages -52 -486 -126 "has no gold, even they seems to be pretty rich, is that intentional? if not, be sure to check other traders as well"
iron war axe Ayemar, Guard Tower 3114 3787 12674 "this axe slightly bleeds into the one below"
EX_MH_palace_wall_02 Ayemar (22,-8 ) 187418 -63660 3186 "bleeds into the guard tower slightly"
EX_MH_palace_wall_02 Ayemar (22,-8 ) 187381 -64811 3186 "as well"
TR_ex_ind_well Ayemar (22,-8 ) 187368 -64237 3201 "should be rotated 180 degrees, because the part which is popping out of the ground is on the oposite side in the other towers, or moving the platform up in all the towers could solve this"
EX_MH_palace_wall_02 Ayemar (23,-8 ) 189616 -62719 3236 "bleeds into the tower little bit"
TR_ex_ind_pav_gate_01 Ayemar (23,-8 ) 189932 -63854 3233 "as well"
EX_MH_palace_wall_02 Ayemar (23,-8 ) 189568 -65011 3218 "and here"
in_mudcave2_s_06 Chunzefk, Ruins 896 256 -384 "there is a gap between boulders on the ground and "emptiness" can be seen through"
flora_sedge_01 Alt Orethan Region (23,-23) 194215 -184044 332 "floating"
furn_guarcart00 Alt Orethan Region (26,-23) 217677 -185393 78 "good to see this has been fixed since the last time, but I still think the cart should be supported by the rock under the front part, sice that would be surely longer and heavier, this way it looks funny"
crate_01 Ruinous Keep 4591 3632 14432 "this crate blocks the way too much, cannot be passed around"
Also I didn't find any spellmaking service in all the mainland Mages Guilds.
EDIT: I moved some of the bugs into the data errors topic...
Last edited by Lord Berandas on Tue Jan 15, 2013 11:55 pm; edited 2 times in total
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Thu Jan 10, 2013 9:59 pm
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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Lord Berandas, thanks a lot for these! Please 1) make a new post instead of editing (because one of the mods might be editing in parallel) and 2) some of these bugs should go into the TR_data thread instead.
_________________ [20:25] Why|away: You are a cynical bastard :D
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Tue Jan 15, 2013 5:08 pm
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Lord Berandas
Member
17 Jan 2011
Location: Prague, Czech Republic
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in_c_door_arched Firewatch, The Howling Noose 3840 3776 256 "I believe this door is not snapped to the grid properly"
in_c_door_arched Firewatch, The Howling Noose 4090 3770 256 "same here"
in_velothismall_ndoor_01 Taaldrun Ancestral Tomb 1144 -193 -128 "I believe this door isnd snapped to the grid properly"
in_velothismall_ndoor_01 Taaldrun Ancestral Tomb 446 -2179 -128 "also this one"
flora_grass_02 Sea of Ghosts Region (31,16) 259460 134324 29 "bleeds through the log, but perhaps this is intended?" arvisrend edit: huh? using groundcover mod? there is no such reference in TR_Mainland.
Furn_De_Railing_06 Sea of Ghosts Region (31,16) 260572 134738 22 "bleeds through the boat" arvisrend edit: wut? you mean the ring?
miner's pick Akamora, Abanidanon, Old Mine Shaft 1941 3822 12699 "picks bleeds through the crate" arvisrend edit: nope? replacers?
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Mon Jan 21, 2013 5:59 pm
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Dmbecan
Member
24 Jan 2013
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Hello. I am new to bug reporting so I apologize in advance if I have written this wrong. I recently found the Dwemer Ruin of Kvazmunduncharz and fought one of the Nameless Flying Things. I noticed that, unlike the other Dwemer constructs, this one bled red blood when hit, while the other constructs have "sparks" when hits. Also, upon defeating the Nameless Flying Thing, it sank into the ground and I could not loot the corpse. When getting very close to the construct, it made a noise like a monster (not sure which one) despite sounding like a helicopter from a distance. I don't know if this has been reported already or not, but I just wanted to make sure you were aware of this. This project is amazing and keep up the good work!
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Thu Jan 24, 2013 11:23 pm
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Lord Berandas
Member
17 Jan 2011
Location: Prague, Czech Republic
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| Arvisrend wrote: |
flora_grass_02 Sea of Ghosts Region (31,16) 259460 134324 29 "bleeds through the log, but perhaps this is intended?" arvisrend edit: huh? using groundcover mod? there is no such reference in TR_Mainland.
Furn_De_Railing_06 Sea of Ghosts Region (31,16) 260572 134738 22 "bleeds through the boat" arvisrend edit: wut? you mean the ring?
miner's pick Akamora, Abanidanon, Old Mine Shaft 1941 3822 12699 "picks bleeds through the crate" arvisrend edit: nope? replacers? |
It must be the mods then, sorry for reporting these.
I already deleted my OTR meshes, because there was so many glitches with them...
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Fri Jan 25, 2013 9:34 am
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misantropia
Member
05 Feb 2013
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cell: Oethadapil daedric ruin
location: the south side of the temple
error: land seems to be missing, the area is quite big though it is quite hidden. just hover over the area and you'll see it
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Tue Feb 05, 2013 4:36 am
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arvisrend
Head of Scripts
04 Oct 2010
Location: substitutional world
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| misantropia wrote: |
cell: Oethadapil daedric ruin
location: the south side of the temple
error: land seems to be missing, the area is quite big though it is quite hidden. just hover over the area and you'll see it |
Sorry, could you be more precise please? You mean the exterior? Land (as in, not water)? Thanks for any clarification.
_________________ [20:25] Why|away: You are a cynical bastard :D
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Thu Feb 14, 2013 6:27 am
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RelinQ
Member
01 Feb 2008

Location: Melbourne, Australia
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Ah yes, This. I'm fairly certain I know what he means Arvisrend.
There are some exterior cells that were never really allocated a ext claim for as they are vanilla wilderness cells, completely empty cells, but yet Vanilla.
Additionally though, there are 2 missing exterior cells from the latest TR_Mainland data, that should be there.
-----------------------------------------
The two cells missing are from Map3_Claim4 (originally 3-34) including a quaint little island with a nice mushroom hoard that was there.
Looks as if these cells have been cut out for whatever reason:
17, -17
18, -17
-----------------------------------------
and as for the additional vanilla wilderness cells (which are SW of Oethadapil) in between (Map 3, Map 2 and the Vanilla game):
18, -12
18, -13
18, -14
18, -15
19, -12
19, -13
19, -14
19, -15
They're just empty wilderness cells; I can't remember why, but It was decided at one point to just leave them.
IMHO I always thought for consistency sake, they probably should have a ground texture applied to them so they don't stick out.
Looks a bit odd with random empty cells in middle of the Inner Sea.
-----------------------------------------
Not my call to make though, simply stating what I'm aware of. But It seems like a top-level decision.
Hope I was able to help clarify that.
_________________ Dexter (on IAS): "Since when do you need to be able to do backflips to dig holes?" Fri 29 Jul, 2005 3:57:03
Sload (on Narsis): "Jesus Christ, I wonder why there was lag when you had an 80,000 face gazebo." Thu 09 Apr, 2009 11:46:33
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Thu Feb 14, 2013 9:18 am
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