Type:
Bug
Severity:
Normal
Game version:
Morrowind
Concerns:
TR_Mainland
Related Release File:
Found in Version:
Status:
Fixed for Version:
Description:
set "T_De_Set_BannerSaintAralor_01_refu".control to 0
in script TR_m2_q_29_OlmuTravel cannot compile
1. T_De_Set_BannerSaintAralor_01_refu does not exist
2. it would not work anyway (identifier too long)
[EDIT] same with TR_m3_OE_TG_MaskGuard_SCP
[EDIT2]
I think
startcombat, "TR_m4_cr_Aizuhr-Suur2"
should be commented out in script TR_m4_NPC_LlorissaFaali to be sure the rest of the script compiles correctly
Comments
I do not know at what point
I do not know at what point this was changed, but in the TR_m2_q_29_OlmuTravel script the banner's ID should be TR_act_banner_aralor01_refu
In TR_m3_OE_TG_MaskGuard_SCP the line line should be changed:
from "T_ScNpc_Mw_Map3_OE_WryEyeMoranie".dead to 1 to set "TR_m3_Moranie".dead to 1
startcombat, "TR_m4_cr_Aizuhr-Suur2" should be commented out in that script. The line should be changed to "TR_m4_Llorissa Faali"->startcombat, "TR_m4_cr_Aizuhr-Suur2" and moved into another script: TR_m4_cr_AizuhrSuur2Script
Thank you very much for reporting these!
Fortunately the actual
Fortunately the actual bytecodes are still fine, but those would become a problem when someone tries to recompile the scripts. It was probably an accident from using the filepatcher with its full translation file for old saves.
This has apparently been
This has apparently been fixed already, except for the startcombat, "TR_m4_cr_Aizuhr-Suur2" part, which was never a bug to begin with ("TR_m4_cr_Aizuhr-Suur2" isn't spawned at game start, but will be spawned by the time the script gets to this line). Closing.