Search found 4 matches
- Mon Jan 04, 2016 1:18 pm
- Forum: Downloads, Testing & Feedback
- Topic: technical problems with the new release scheme (Solved!)
- Replies: 6
- Views: 4194
argh… <slapping my own forehead>… the problems are solved! Yay! – not being able to start a new game with TR loaded: dumb, accumulating bugs in a handful of mods, affecting general scripts, resulting in those mods being thrown forcefully out of the window now. Nonetheless, this st...
- Mon Jan 04, 2016 12:13 pm
- Forum: Downloads, Testing & Feedback
- Topic: technical problems with the new release scheme (Solved!)
- Replies: 6
- Views: 4194
Re: technical problems with the new release scheme
@Seneca: Loading MW: No warnings. And, interestingly, I did not change anything, and suddenly now I can start a new game with TR loaded. I still wonder why, and I am going to test everything again with a fresh pristine Morrowind install. Somehow something must have seriously messed up my MW installa...
- Fri Jan 01, 2016 10:00 pm
- Forum: Downloads, Testing & Feedback
- Topic: technical problems with the new release scheme (Solved!)
- Replies: 6
- Views: 4194
- Fri Jan 01, 2016 7:57 pm
- Forum: Downloads, Testing & Feedback
- Topic: technical problems with the new release scheme (Solved!)
- Replies: 6
- Views: 4194
technical problems with the new release scheme (Solved!)
I just installed TR 15.12 and happened upon something curious:
– I installed TR 15.12 and started a new game. In the ship in Seyda Neen, the Guard never appeared after „I†woke up from the dream. I had to de-activate TR to go through the char generation and enter the town. (I didn't use the TR_Travel plugin, in case you want to know.)
The following two issues were already present in 15.10 and 14.8:
– north of Kartur, two sections of coastal area are missing. Everything floats in the air.
Edit: Now I found out that, other than with the old release scheme of TR and the Alpha plugins, I need to load TR_Preview AFTER any Bethesda plugins, namely »Siege at Firemoth«. When the preview and Mainland get merged someday, this ought to be addressed, since an esm always gets loaded before an esp!
– some door meshes and a house mesh are missing in Meralag. I wasn't able to figure out what causes this, even if I use only Bethesda plugins and TR.
By the way –– this is not in the real „bug†context, but ought to be addressed: not only in the TR_Preview, but also in TR_Mainland many „roads†are not exactly recognizable as such, because they are just texture-painted across the terrain and often very irregular (and, in some cases, outright ridiculous in their steepness or in the way they lead), considering that most of them are high roads between cities and have been in use for at least the three millennia of AlmSiVi rule, if not twice or a multiple of that time. Meaning, they ought to be worn-out, sunken in and clearly visible. Whoever does the landmass merging into TR_Mainland ought to take a look and correct the roads into conceivable, credible ones.
Regards, and keep up the otherwise marvellous work!
– I installed TR 15.12 and started a new game. In the ship in Seyda Neen, the Guard never appeared after „I†woke up from the dream. I had to de-activate TR to go through the char generation and enter the town. (I didn't use the TR_Travel plugin, in case you want to know.)
The following two issues were already present in 15.10 and 14.8:
– north of Kartur, two sections of coastal area are missing. Everything floats in the air.
Edit: Now I found out that, other than with the old release scheme of TR and the Alpha plugins, I need to load TR_Preview AFTER any Bethesda plugins, namely »Siege at Firemoth«. When the preview and Mainland get merged someday, this ought to be addressed, since an esm always gets loaded before an esp!
– some door meshes and a house mesh are missing in Meralag. I wasn't able to figure out what causes this, even if I use only Bethesda plugins and TR.
By the way –– this is not in the real „bug†context, but ought to be addressed: not only in the TR_Preview, but also in TR_Mainland many „roads†are not exactly recognizable as such, because they are just texture-painted across the terrain and often very irregular (and, in some cases, outright ridiculous in their steepness or in the way they lead), considering that most of them are high roads between cities and have been in use for at least the three millennia of AlmSiVi rule, if not twice or a multiple of that time. Meaning, they ought to be worn-out, sunken in and clearly visible. Whoever does the landmass merging into TR_Mainland ought to take a look and correct the roads into conceivable, credible ones.
Regards, and keep up the otherwise marvellous work!