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arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

This thread is for bug reports on the Tamriel Rebuilt alpha.

If you are playing Sacred East and our alpha at the same time, you can roughly tell which of the files you are on by checking if you are west of Tel Branora (=> alpha) or east of Tel Branora (=> mainland). But of course, the optimal way is to use BetaComments to record the bugs; the filename will then be obvious.

The alpha is an alpha and the only thing we can guarantee is a plethory of bugs. Only very few quests are finishable. Land occasionally has fissures as our bordermatching is not yet complete. Old Ebonheart and Almalexia are absent from the alpha by intention. Still, every bug report helps!

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[22:07] Haplo: pffft this is TR
[22:07] Haplo: ETAs are strictly prohibited by the Department of Mysteries
[22:12] TF|Laptop: Just as long as we don't let the department of mysteries plan any more cities


Last edited by arvisrend on Sun Aug 31, 2014 1:14 am; edited 1 time in total
Post Sat Jan 04, 2014 11:55 pm Send private message             Reply with quote                   up  
KingofRohan
Member
13 Sep 2011

Location: Scotland

I just have a few bugs and meshes to report, on the main floor of Ilvi Manor, the floor seems to be half emerged with water, kinda looks semi flooded. I can't reproduce this bug... -- arvis

On the pathway from Dondril to Old Ebonheart, there is a gap in the road where part of the road is elevated above the other, seeing through the world. Yes, this is probably M3A1 vs M3A4West.

If you leave Almas Thirr from the Western exit, just a few stups along the path and there is another elevation in the road being able to see through the map M3A2 vs Andothren-Thirr South

That's all for me so far, oh and Seyda Vano seems to be empty of NPC's, inside and out! That part of NPCing is not done yet.

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Post Tue Jan 07, 2014 5:13 am Send private message       Send e-mail       Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

KingofRohan wrote:
That's all for me so far, oh and Seyda Vano seems to be empty of NPC's, inside and out!


Are you seeing the Mournhold-style manor there, or just the shacks? The manor statics are supposed to be disabled until the player is building their House Indoril stronghold at the site, hence why there are no NPCs occupying the manor yet.

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Post Tue Jan 07, 2014 6:25 am Send private message             Reply with quote                   up  
KingofRohan
Member
13 Sep 2011

Location: Scotland

Yeti wrote:
KingofRohan wrote:
That's all for me so far, oh and Seyda Vano seems to be empty of NPC's, inside and out!


Are you seeing the Mournhold-style manor there, or just the shacks? The manor statics are supposed to be disabled until the player is building their House Indoril stronghold at the site, hence why there are no NPCs occupying the manor yet.


Yes, I can see a whole Indoril like manor, although I am unable to see it with distant land generator on, it does show up, i was able to go inside, and basically loot the place. Oddly it had an Adamntium helmet that has 233 armour rating

Also just found another bug, in Vys-Assanud, the slaves tell me to release them from some Telvanni Lady, but I have searched the caves and the rapdoor, and she is nowhere to be found.

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Post Tue Jan 07, 2014 6:42 am Send private message       Send e-mail       Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



KingofRohan wrote:
Also just found another bug, in Vys-Assanud, the slaves tell me to release them from some Telvanni Lady, but I have searched the caves and the rapdoor, and she is nowhere to be found.


Oops, my bad. There was a Telvanni lady in the previous draft of the place, but I replaced her with Daedra. Forgot to deal with the slaves' dialogue.

EDIT: and of course, Vys-Assanud and its surrounding area are still very much a WIP

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Post Tue Jan 07, 2014 2:44 pm Send private message             Reply with quote                   up  
Massalinie
Developer Emeritus
12 Feb 2005

Location: Canada, MB

We received a message on Facebook:

K. B. wrote:
I have an problem, i just started new game and begin swimming south to mainland and mournhold, and something kicked me out of game and it says warning "model load error: meshes/tr/o/tr_crate_broke01.nif cannot load file in meshes/tr/o/tr_crate_broke01 .NIF, Will use the defoult object maker_error.NIF Continue running executable" it dont crash the game but its moving game in background and i clicked few times "yes" and continued playing it, just reporting the bug, thank you

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Post Tue Jan 07, 2014 5:35 pm Send private message       Send e-mail       Reply with quote                   up  
abot
TR Tester
30 Nov 2008



some dialog spell checking from ESparser text export format,
infoID
journal/topic
NPCid
info

"13581783152026568"
"TR_m4_wil_SuspiciousFellows"
""
"Dels Ravyn thanked me for escorting his associates to him. Apparently, the the two
the the->the


"26407222572899320620"
"TR_m4_wil_Immetarca"
""
"Since I'm a member of the Mages Guild, Immetarca decided to demonstrate the abilities her enhanted boots
enhanted->enchanted


"27565257651594826385"
"TR_m4_wil_RithIlviryonLost"
""
"Sashnakh gra-Lash was releaved
releaved->relieved



"196392510498443269"
"TR_m4_wil_TaxmanIndalruhn"
""
"On our way to Indal'ruhn we got stopped by Danwendy, a highway bandit. She demands that Tullo Verotus pays a 200 septim toll
septim->septims


"16986322582579420835"
"finally meet you"
"TR_m4_parnilla marard"
"You know what. I'm not buying any of this! You better stop playing me for a fool and tell me what is going on."
"Choice ""I'm not really marrying your daughter. Geloise asked me to pretend to be Ernald, because she didn't want to dissapoint you."", 16"
dissapoint->disappoint



"19642103582485818657"
"Service Refusal"
"TR_m4_Nol"
"I'm sorry, %PCName. My boat is reserved for carrying supplies and delivering messages between the docks and the plantation. I'm not supposed to take any passangers. If you were a member of %Faction, I could make an exception."
passangers->passengers


"1579636357920962"
"Greeting 1"
"TR_m4_Danwendy"
"Well, well, well. An Imperial taxman crossing my bridge? All Imperial taxmen must pay a special brigde toll
brigde->bridge

"10703252938790950"
"Greeting 5"
"TR_m4_Rondo"
"Look at this magnificient view!
magnificient->magnificent

"603211749302343005"
"Greeting 5"
"TR_m4_Cirifae"
"Welcome to Cirifae's Tradehouse! I'm Cirifae, trader and co-owner of this place. I can tell you're new in town. Care for gossip? I'd be happy to brief you with the latest rumors. Or some little advice, perhaps? All free of charge! Or do you have a long jouney ahead
jouney->journey

"421186472227525257"
"Greeting 5"
"TR_m4_Kathellomar"
"%PCRank %PCName! How may I be of assistane?"
assistane->assistance


"187628086226607715"
"Background"
"TR_m4_Stevien Kofken"
"You have not heard of the great Stevien Kofken, mightiest of all warriors to come from the Isle of Betony? Ha ha. What a silly question. Of course you have. My blade has dispatched countless villians
villians->villains


"31777173992076418741"
"go free"
"TR_m4_S_Ronkoteeus"
"deeeYou have the key. Will you let me go free?"
deeeYou->You
there are several of these, unsure if it is to fix



[EDIT]some more
==>CompileAndRun problem was found in Topic "Rethil Plantation slave key"
"There are two copies of the key that Dro'qosha knows of.
Journal "TR_m4_wil_RethilEscape" 50
TR_m4_wil_RethilEscape->TR_m4_wil_RethilEscaped

extra endif in script TR_m4_NPC_Rojanna_Jades: fixed

extra endif in script TR_m4_FA_FortAnc_Axe: fixed


Personally I would replace - with _ in script names (and possibly every identifier, reserving - for operators)


land seams between cells:
-5 -12, -5 -11
-4 -12, -4 -11
-3 -12, -3 -11
-2 -14, -1 -14
-2 -15, -2 -14
-1 -15, -1 -14
0 -15, 0 -14
4 -17, 5 -17
4 -16, 5 -16
6 -15, 6 -16
7 -15, 7 -16
8 -17, 9 -17


Last edited by abot on Sat Jan 11, 2014 2:13 pm; edited 2 times in total
Post Fri Jan 10, 2014 4:52 pm Send private message             Reply with quote                   up  
Lord Berandas
TR Tester
17 Jan 2011

Location: Prague, Czech Republic

Hey!
I did a quick flythrough through your latest release, here is the log:

ex_dae_malacath_attack Hadrumnibibi (6,-26) 50123 -210612 2600 "floating"

slaughterfish00000067 TR_4-18-Hla (2,-15) 20777 -122469 250 "slaughterfish spawned on the land, isnt there something wrong with the spawn?" there are some h2o levelled spawns out in wrong places here, though this might have a different origin. this is vanilla and cannot be fixed :/

TR_terrain_GL_rock17 TR_4-48 (-9,-18) -73209 -144553 1552 "massive terrain tear here" 4-48 vs 4-3 sadly

flora_wickwheat_01 TR_4-48 (-9,-20) -73524 -158504 1213 "another here" 4-48 vs 4-3 again

Terrain_rocks_GL_02 TR_4-36-Red (-13,-11) -104907 -89710 443 "terrain tear here" 4-34 vs 4-36, fixable!

Flora_BM_log_01 TR_5-26 (-21,-4) -164200 -32270 1797 "aehm...hole like hell" 4-5 vs 5-26, will take quite a while until we can do anything about this

TR_terrain_rocks_RM_01 TR_5-22_Red (-17,0) -139098 6096 1766 "tear" 5-22 vs 5-27

Terrain_BM_snow_01 TR_5-15-Red (-29,2) -234074 24128 13205 "tear" 5-13 vs 5-15

TR_terrain_rocks_RM_03 TR_5-21_Red (-28,-1) -229151 -6301 4983 "tear" 5-15 vs 5-21

TR_terrain_rock_RM_17 TR_5-21_Red (-27,-3) -219603 -20383 1161 "caspering" copied to 5-21 thread

Terrain_rocks_AI_02 Wilderness (-10,-11) -77669 -89337 27 "tear" 4-2 vs 4-37, I think

Ex_Vivec_waterfall_05 TR_4-17 (-6,-17) -45228 -138888 2111 "one edge of this waterfall mesh can be seen on the other side of the rock, through the particle effect and it looks bad" what do you mean by this?

TR_terrain_AI_rock_08 TR_4-4-Hla (-7,-14) -56814 -111648 1093 "there is a bad vertex paint on the ground by this stone" 4-2 vs 4-4, fixable!

terrain_rock_ai_12 Thirr River Valley (2,-30) 16585 -241077 1057 "ground texture line along these rocks" I don't see this one!

terrain_rock_ai_04 Indal'ruhn (2,-28) 16690 -225408 644 "also here" ditto :/

terrain_rock_gl_11 TR_4-47-Red (-14,-20) -114381 -156673 3200 "ground texture line along these rocks" really? I can't see it

ex_de_rowboat Bodrem (-12,-18) -96099 -143178 11 "isnt this boat without floating script?" yeah, should be a_ex_de_rowboat

terrain_rock_gl_10 TR_4-6 (-13,-21) -99309 -164146 530 "ground texture line along these rocks" 4-6 vs 4-47, fixable! (but very subtle)

terrain_rock_rm_18 TR_4-28_Hla (-10,-24) -81886 -189032 277 "land tear" 4-7 vs 4-45, fixable! land gap, not land tear.

terrain_rock_ma_57 TR_4-28_Hla (-10,-25) -81694 -202455 343 "ground texture line coming towards this rock" not seeing this one...

terrain_ashmire_01 TR_4-7-Red (-11,-26) -83036 -208159 80 "missing sound emmitor?"

TR_bk_Morons_note TR_4-46 (-10,-27) -76892 -218005 3409 "its a piece of paper, but a book appears when activated" object should have "scroll" checkbox checked

TR_terrain_GL_rock19 TR_4-49 (-5,-21) -32887 -165839 273 "land tear here" 4-20 vs 4-49. we call these land gaps, not land tears. pray you don't see an actual land tear!


Terrain_rocks_GL_03 TR_4-17 (-7,-15) -49155 -118916 956 "ground texture line along these rocks" these rocks are supposed to cover a ground texture change. are they failing at that?

flora_wickwheat_01 TR_4-48 (-9,-20) -73524 -158504 1213 "land tear" 4-3 vs 4-48
Post Fri Jan 10, 2014 9:53 pm Send private message             Reply with quote                   up  
Lord Berandas
TR Tester
17 Jan 2011

Location: Prague, Czech Republic

And another pile of errors:


ex_de_rowboat TR_4-18-Hla (4,-17) 37025 -134969 43 "this boat is weirdly oriented, its floating and odd"

terrain_rock_rm_17 TR_4-7-Red (-11,-24) -89353 -189025 155 "small land tear near this rock"

terrain_rock_rm_18 TR_4-28_Hla (-10,-24) -81886 -189032 277 "small land tear near this rock"


terrain_ashmire_01 TR_4-7-Red (-11,-26) -85311 -205971 110 "no sound here"

terrain_rock_rm_18 TR_4-46 Armun Camp (-7,-27) -53764 -218843 786 "this rock is slightly bleeding into the doors"

terrain_rock_rm_21 TR_4-8 (-12,-27) -90956 -213818 300 "land tear near here"

Terrain_rocks_AI_02 Thirr River Valley (8,-21) 69671 -164039 948 "land tear here"

Terrain_rocks_AI_01 TR_M3A1 (7,-20) 62306 -163501 887 "and here"

TR_ex_com_plank_pile TR_M3A1 (6,-18) 56243 -144324 1722 "how about adding some vertex paint to some of the edges of this mesh, so the planks wont look so uniform"

Terrain_rocks_AI_02 Thirr River Valley (7,-21) 58950 -164574 770 "tear here"

ex_dae_ruin_04_skew_02 Hadrumnibibi (6,-25) 51883 -197616 1309 "this seems to be vanilla mesh, but the curved surface can be seen from the side and it looks weird, since it has no thickness, hide it with some other meshes perhaps"
ex_dae_ruin_04 Hadrumnibibi (6,-25) 51750 -200330 1194 "okay, now I think this mesh needs some improvements, because the curved suface is also floating above the ground mesh and the previous error can be seen in multiple occasions"

Corrected mesh can be found here.

ex_dae_wall_512_09 Hadrumnibibi (6,-25) 49316 -199866 892 "ground texture mess by this object"

terrain_rock_gl_05 TR_4-20 Othras Plantation (1,-19) 12330 -154878 636 "floating"

terrain_ashland_rock_05 TR_4-24 (-3,-30) -17850 -239589 1266 "floating"

terrain_ashland_rock_16 TR_4-24 (-3,-30) -17984 -239285 1148 "floating"


TR_terrain_rocks_RM_02 TR_4-8 (-17,-29) -131866 -229977 6694 "texture seam here" where?

terrain_ashmire_01 TR_4-44-Red (-15,-25) -120970 -198113 659 "no sound here"

TR_terrain_rocks_RM_03 TR_4-32-Red (-17,-22) -136467 -180011 2204 "texture seam here"

Terrain_rocks_GL_02 TR_4-41-Red (-14,-16) -113064 -126559 1277 "move there rocks slightly out, this way there is glitching texture"


furn_guarcart00 TR_4-41-Red (-14,-16) -114275 -126585 2790 "I was just wondering, who would drag a cart up there, across all the stairs, but okay... :]"

Terrain_rocks_GL_03 TR_4-35-Red (-15,-11) -115251 -82643 2183 "texture seam here, also this rock is floating"

TR_terr_GLCliff02 TR_4-35-Red (-15,-10) -118315 -80086 -1844 "caspering on the side" I don't see it (but that's not unusual for cliffs...)

TR_terrain_rocks_RM_03 TR_4-43-Red (-18,-7) -139472 -53587 1022 "land tear here"

flora_bc_tree_06 TR_5-26 (-17,-4) -138128 -32468 1537 "land tear here"

TR_ash_fungshroom TR_5-26 (-20,-1) -163022 -8147 372 "these little fungshrooms arent meant as ingredients? and other shrooms as well? otherwise there are no ingredient containers in that area at all"

TR_ash_swamp_tree01 TR_5-26 (-21,-1) -171641 -6496 822 "land tear here"

TR_ash_darkfungshroom TR_5-21_Red (-22,-2) -180200 -11084 136 "floating"

TR_ex_Red_platform_02 TR_5-21_Red_Kogotel (-25,-3) -203866 -21931 945 "I think there is some scaling problem with all these block in whole town" I assume this is fixed since the update

TR_terrain_rock_RM_17 TR_5-21_Red (-27,-3) -219603 -20383 1161 "caspering"

terrain_rock_rm_19 TR_5-21_Red (-28,0) -222532 7614 3695 "land tear here"

terrain_rock_rm_21 TR_5-27_Red (-21,3) -170611 31358 257 "trama growing out of the rock looks weird"

terrain_rock_rm_15 TR_5-22_Red (-17,3) -139047 32373 -146 "land tear here"

Terrain_rocks_AI_04 TR_4-18-Hla (2,-16) 18635 -130954 1257 "caspering"

TR_terrain_AI_rock_05 TR_4-18-Hla (2,-17) 19058 -132350 1644 "caspering slightly"



ex_hlaalu_wall_end_01 TR_4-1-Hla Andothren (0,-17) 1880 -136344 1634 "move this two pieces further away, so the facer aren overlaping and flickering, but thats probably a problem with all these fake chimneys...wouldnt it be better to create a separate mesh for this? It would also save some polies"

Corrected mesh can be found here.

terrain_rock_gl_05 TR_4-20 Othras Plantation (1,-19) 12330 -154878 636 "this stone and tree are floating"


Last edited by Lord Berandas on Sat Jan 18, 2014 10:52 am; edited 2 times in total
Post Sun Jan 12, 2014 11:45 am Send private message             Reply with quote                   up  
Swiftoak Woodwarrior
Lead Developer
02 Feb 2005

Location: Kah-nah-duh

LB, you'll probably want to download the updated alpha, we mucked up with the redoran platforms, so that's probably what you've been referring to in terms of "scaling problems" Smile.
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Post Sun Jan 12, 2014 8:19 pm Send private message             Reply with quote                   up  
Lord Berandas
TR Tester
17 Jan 2011

Location: Prague, Czech Republic

Thanks for the info.
I'm currently using the one from mediafire, that was uploaded on 7.1.2014, where can I find the updated one? I can't see it anywhere.
Post Sun Jan 12, 2014 10:59 pm Send private message             Reply with quote                   up  
Dar
Member
11 Jan 2014



Teyn transport has no travel options

The bosmer in the Rethril(I think) plantation platform uses "him" where "he" would be more correct to refer to the orismer offering boatrides to hlaalu members

Also, when going to the southeast, it told me that various inland bog land files were missing
Post Mon Jan 13, 2014 4:57 am Send private message             Reply with quote                   up  
abot
TR Tester
30 Nov 2008



Swiftoak Woodwarrior wrote:
LB, you'll probably want to download the updated alpha, we mucked up with the redoran platforms, so that's probably what you've been referring to in terms of "scaling problems" Smile.
I think problem may be slightly different Terrain_rock_RM_XX rock shape of Taddeus' "On the rocks" replacer (which is commonly installed with MSGO) so rocks are visible through platforms here and there.
Post Mon Jan 13, 2014 1:25 pm Send private message             Reply with quote                   up  
sasquatch
Developer
31 Dec 2013



Boedren mine has couple issues. The flooded water level is above a work platform. Also, a support beam close to entrance is low enough for players to get stuck under it.

http://imgur.com/0NpRheP

Second problem is on Boedren walkway near the trading post. The mountain juts out into the walkway and the rope is too close to the cliff. I consistently get caught up in this stretch.

http://imgur.com/UHeUpNO

i3-172_ind has several hooks that are not statics and pot over fire is noticeably floating above hook.


In TR_4-40-red there are tears on mountain:
http://imgur.com/aXicO1o

Roa Dyr:

Harbor Offices:
Floating "ornate small chest" in middle of room on third floor bedroom area.

Western Gaurd Tower:
In basement--chair should be pushed toward table for easier movement between table and crates.

Raynila Indrano--was standing on top of kiosk when i first approached her, however after exiting fallen moon she was properly placed.

Old Ebonheart:
-The two top boards on docks are bleeding together
-two top boards in fort are bleeding

-land tear on Thirr River road north to the city
http://imgur.com/0WvEzXX

Donril:

Inside western entrance, dark wooden barrel resting on two smaller ones below it is not set correctly. It would fall as placed.

Tamril Manor:
Reception Hall & Salve Q.
expensive belt bleeding on carpet in bedroom area.
Upper master bed - chair on left side of room blocks movement.

Sailen, Delvas Manor:
-large gap between books on bookshelf (middle shelf)
-the leaning book on top shelf is floating
Post Fri Jan 17, 2014 5:59 pm Send private message             Reply with quote                   up  
Lord Berandas
TR Tester
17 Jan 2011

Location: Prague, Czech Republic

Quote:
Ex_Vivec_waterfall_05 TR_4-17 (-6,-17) -45228 -138888 2111 "one edge of this waterfall mesh can be seen on the other side of the rock, through the particle effect and it looks bad" what do you mean by this?


It's coming from the rock, but when you look at the oposite side of the rock, you can see edge, or corner of the waterfall mesh coming out. The particle effect should be covering it up, but it's still visible through it.


I have also corrected that flawed daedric mesh I was complaining about. (added missing faces and removed some floating geometry)
here's the link: http://www.mediafire.com/download/i8mt08pbx58i9ny/ex_dae_ruin_04.nif


And here is new mesh I created for your hlaalu chimneys, because your makeshifted solution doesn't look well. (no offense to the exterior designer who constructed them) Smile
here's the link: http://www.mediafire.com/download/utdmo7aumrjrl6g/tr_ex_hlaalu_chimney.nif
Post Sat Jan 18, 2014 9:47 am Send private message             Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



Im not sure if we need to replace the vanilla dae mesh. Many of them have issues and if someone uses a replacer they are already fixed.
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Post Sat Jan 18, 2014 6:11 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Thanks again to everyone who is reporting these, particularly Lord Berandas for the sheer amount of bugs reported!

Just as a heads-up, if you see some of your posts and/or bug reports disappearing, it means they either got fixed or got moved to the threads for the appropriate pieces of the map (we aren't making edits on the merge itself; this would be very inconvenient).

_________________
[22:07] Haplo: pffft this is TR
[22:07] Haplo: ETAs are strictly prohibited by the Department of Mysteries
[22:12] TF|Laptop: Just as long as we don't let the department of mysteries plan any more cities
Post Wed Jan 22, 2014 2:04 am Send private message             Reply with quote                   up  
Bahamut
Member
02 Feb 2014

Location: Camp Verde, Az: USA

Good morning,

I got the Alpha Version a few days ago, and wandered all over the eastern side of Morrowind. A very wonderful work in progress. Aside from a number of grid seams not quite fitting, it just needs population and you "have done it yet again" Smile

My concern though, I am not sure whether it is part of the "Mainland" release, or the "Alpha" release. It is well inside of the mainland, and it is land I do not recall seeing before. (May have just missed it or something to that nature.)

On the southern edge of the mainland, there is a small strip of land map. (Shown in the picture) No matter which direction I approach the area in yellow, the game stops working, and errors out. I was wondering, since the SE approach took me to a "Mournhold" style stairs on a path headed to Almalexia, if this was indeed Almalexia, and there was something other than my game making it error.

There is no error reports outside of the one from the start up, or if this is a bug that should be reported.



ScreenShot 259.png
 Description:

Download
 Filename:  ScreenShot 259.png
 Filesize:  514.74 KB
 Downloaded:  153 Time(s)

Post Sun Feb 02, 2014 4:50 pm Send private message       Send e-mail       Reply with quote                   up  
sasquatch
Developer
31 Dec 2013



I did find another prob in an alpha interior. In TR_i3-731-Ind cave/ mined out basement TR_furn_de_urn_broke04 should be turned face up.

Last edited by sasquatch on Sun Feb 02, 2014 6:26 pm; edited 2 times in total
Post Sun Feb 02, 2014 6:18 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

This is *not* normal. Bahamut, have you activated the Morrowind Code Patch's map expansion feature? It might be those "map-related crashes" the MCP is fixing.
_________________
[22:07] Haplo: pffft this is TR
[22:07] Haplo: ETAs are strictly prohibited by the Department of Mysteries
[22:12] TF|Laptop: Just as long as we don't let the department of mysteries plan any more cities
Post Sun Feb 02, 2014 6:21 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

sasquatch wrote:
I did find another prob in an alpha interior. In TR_i3-731-Ind cave/ mined out basement TR_furn_de_urn_broke04 should be turned face up.


Please use Betacomments (built-in vanilla bug-reporting feature of Morrowind) for bug reporting, it makes accurate reporting possible and helps prevent accidental or incorrect fixes/adjustments from being made.

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Fri Feb 07, 2014 5:26 pm Send private message             Reply with quote                   up  
Terrifying Daedric Foe
Developer
26 Aug 2010

Location: England

Instructions here (same link as the one at the top of the page).
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'The strange thing about TR is that I think it is by and large accepted that we will finish. We are all the sort of crazy people that would do such a thing. We are inevitable.' ~ Thrignar Fraxix
Post Fri Feb 07, 2014 9:22 pm Send private message             Reply with quote                   up  
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