Old Map 1 error reports

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Starcrunch
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Post by Starcrunch »

Error: The script TR_m1_RRDroZaaj is very bad, it declares OnActivate and OnDeath as local variables, making it impossible to compile usable scripts using OnActivate and OnDeath while Map1 is loaded (credit Uldar for discovering the solution to this very annoying problem). In addition it does not do what it is supposed to do as OnDeath is not even the correct command.

Fix: Here is a version that works and doesn't fuck up the rest of our work.

Code: Select all

begin TR_m1_RRDroZaaj

if ( GetDeadCount TR_m1_Dro'Zaaj == 1 )
	if ( OnActivate == 1 )
		MessageBox "Dro'Zaaj has nothing on his body."
	endif
endif

end
-Starcrunch
Noirgrim
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Post by Noirgrim »

Starcrunch opens a box and finds a "GOLDEN STAR!" That was the best error report I've ever seen. Thank you for finding that error, it was making my new script for the Mages Guild quest line very difficult.
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Noirgrim
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Post by Noirgrim »

Map 1 has been updated with this error corrected.
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
Starcrunch
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Post by Starcrunch »

Cell: Firewatch, Arell's House
Error1: TR_m1_Arrel has a Wander 512 AI, but there is no PathGrid set
Error2: TR_m1_Arrel has Alarm set to 0
Fix1: Add a PathGrid or set AI to 0
Fix2: Set Alarm to 100 (otherwise he won't report crimes)

Cell: Firewatch, Beleth's Bakery
Error1: TR_m1_CooksMuch has Alarm set to 0
Error2: TR_m1_Nilara has Alarm set to 0
Error3: TR_m1_Ra'Meale has Alarm set to 0
Error4: TR_m1_Endinalas has Alarm set to 0
Error5: PathGrid is useless, it is two points, unconnected, most NPC's are on AiWander with distacnes > 0.
Fix1-4: Set Alarm to 100
Fix5: Edit PathGrid

Cell: Firewatch, Brandir Zabaal: General Supplies
Error1: TR_m1_Iman_Zabaal has Alarm set to 0
Error2: TR_m1_Brandir_Zabaal has Alarm set to 0
Error3: PathGrid is not present, Imperial Guard has a Wander 2000 Ai.
Fix1-2: Set Alarm to 100
Fix3: Add PathGrid or change guard to the stationary variety

Cell: Firewatch, Chatal Mendor: Armorer
Error1: TR_m1_Chatal_Mendor has Alarm set to 0
Error2: TR_m1_Lyanna_Ishmar has Alarm set to 0
Error3: PathGrid is not present, Imperial Guard has a Wander 2000 Ai, TR_m1_Lyanna_Ishmar has Wander 512 AI.
Fix1-2: Set Alarm to 100
Fix3: Add PathGrid or change guard to the stationary variety and edit TR_m1_Lyanna_Ishmar.

Cell: Firewatch, Coladia Nelus' House
Error1: TR_m1_Coladia_Nelus has Alarm set to 0
Error2: PathGrid is not present, TR_m1_Coladia_Nelus will walk around
Fix1: Set Alarm to 100
Fix2: Add PathGrid or edit TR_m1_Coladia_Nelus

Cell: Firewatch, Cornelia's Home
Error1: TR_m1_Cornelia_Aurivius has Alarm set to 0
Error2: PathGrid is not present (I could not find any points, though the cell is marked as having a grid), TR_m1_Cornelia_Aurivius will walk around
Fix1: Set Alarm to 100
Fix2: Add PathGrid or edit TR_m1_Cornelia_Aurivius

Cell: Firewatch, Entrance Gate
Error: No PathGrid, 4 mobile guards present
Fix: Change guards/archers to stationary variety

Cell: Firewatch, Fedrin's Home
Error1: TR_m1_Hyacinth has alarm set to 0
Error2: Why is it Fedrin's home if the only NPC is called Hyacinth?
Error3: TR_m1_Hyacinth is a mobile NPC, there is no PathGrid
Fix1: Chagne alarm to 100
Fix2: If it is an error change NPC's name
EDIT: Hyacinth is actually Fedrin Adlan's wife (Fedrin is in his shop, Lord Adlan's clothing store). I should have known this then seeing as I use Fedrin in a Misc. quest but somehow I did not think of it.
Fix3: Add a PathGrid

Cell: Firewatch Gildra Hlervu's House
Error1: TR_m1_Gildra_Hlervu has alarm set to 0
Error2: TR_m1_Gildra_Hlervu is a mobile NPC, there is no PathGrid
Fix1: Chagne alarm to 100
Fix2: Add a PathGrid

Noirgrim, it seems that nearly every NPC needs their Alarm raised, the only ones I've seen that are right are those made by me in PT. If you want me to keep going through cell by cell looking at Pathgrids and AI settings I can, but I want to make sure this is really an error before I spend more time looking at this issue. Let me know if you want me to keep looking at this.

-Starcrunch
Last edited by Starcrunch on Wed Apr 06, 2005 11:39 am, edited 1 time in total.
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Morden
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Post by Morden »

The NPCs seem to have been very rushed. I hope its just a 'rough draft' so to speak. Many of the classes and backgrounds are wrong as well. For example, there is a "Pauper" in the grand hall of the Firewatch Palace, dressed in fancy clothes.

Many NPCs are also wandering within small interior spaces. For example, behind the counter at a service bar. I went to talk to the NPC at the counter, only to find them in a walking animation, striding face first into the far corner, instead of being stationary and facing forward. As Starcruch said.. this is the case with almost every NPC on map one. Are the mods waiting for more quest development before doing a through job of NPCs?
Flycatcher
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Post by Flycatcher »

I had a error whit "tr_cephalopd_rs00000000" got the message that it didn't had animation groups and morrowind would crash.
Uldar
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Post by Uldar »

In the process of making the Imperial Legion quests for Map 1 I have found several errors in Firewatch:

Cell: Firewatch, North Guard Tower
Error: Missing the following mesh: TR_GB_f_Shelf.nif
Coord: There appear to be two of them in the upper room of the tower. Unfortunately I did not get the coordinates for them.
Fix: Looking at the current OoT file browser, this mesh is not included, either the models need to be replaced or the mesh needs to be added to OoT

Also the interior of the tower is extremely dark, the ambient light levels need to be brought up.

----------------------------------------

Cell: Firewatch, Library (found in all related cells)
Error: All of the non-load doors are doubled (the load doors may be doubled as well)
Coord: Too many to list (and again I didn't get them)
Fix: Remove one of the doors in each instance

----------------------------------------

And finally, this is more of a nuisance than an error but...

In order to get to the Hill Bastion, the player is required to enter the Entrance Gate at the soutern gate of the city, exit the towers (heading east), travel to the Guard Tower, enter and exit (heading north), enter Guard Tower, North, exit that (now heading west), go through both the North Guard Tower and the North Watch Tower before finally entering the Hill Bastion. And once you leave you need to do it all over again.

This seems like an inordinantly long path (which is required for anyone in the Imperial Legion). Perhaps some stairs could be added near the north gate or doors at ground level on either the North Guard or Watch Tower.
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Extremus Ultimus Potestas
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problemo'

Post by Extremus Ultimus Potestas »

after i had downoaded it i opened it up in tes cs and nearly all of the objects and creatures didn't work.
q: do you have to download all of the rar files for it to work
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Starcrunch
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Post by Starcrunch »

-------------------------------------
Cell: Telvanni Isles Region (34, 20)

Following references are special references from Vvardenfell:
barrel_01_ahanassi_food (used 3 times)
locations:
(280526, 168245, 1930)
(280581, 168261, 1933)
(280466, 168233, 1928)
barrel_01_ahanassi_drink (used 3 times)
locations:
(280768, 168547, 1697)
(280761, 168543, 1901)
(280798, 168506, 1909)

No exterior NPC's in this small, uncharted village seems strange.
-------------------------------------
Cell: Pronocouses' Shack

TR_m1_Pronocouses has Alarm set to 100 it should be 90 (this is not a town with law enforcement to report too)
-------------------------------------
Cell: Sink-The-Ship's Shack

Sink-The-Ship is no where to be found, would be nice if he were outside...(in Cell 34, 20)

Following references are special references from Vvardenfell:
barrel_01_ahanassi_food (used 2 times)
locations:
(4185, 4145, 14441)
(4187, 4201, 14441)
-------------------------------------
Cell: Bal Daelkhun

I doubt TR_m1_Darela_saryon should be friendly (Fight == 30, if she is friendly she needs Alarm == 90) (she is a Necromancer in a cave...)
-------------------------------------

-Starcrunch
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Sniper4
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Post by Sniper4 »

Cell: Gah Sadrith (42,13)
Error: A root and a lantern are bleeding into the door that teleports into the Wetstone Tavern.
Coord: Lantern: 349263.906, 111825.609, 459.723
Root: 349278.969, 111803.148, 477.404
Fix: Move these away from the door or delete them.
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errors

Post by Thane »

some real general errors-
in the firewatch library i get a series of errors concerning books
there's a silt strider guy wandering around?
no ports? no boat travel? what's up?
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Post by Phaen »

I didn't get any errors in the Firemoth library when I went their earlier. Did you download OOT?
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Sload
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Post by Sload »

I've thoroughly explored Firewatch, here are the errors I've found:

Cell: Firewatch (the western one)
Error: Wall Static is slightly off.
Coordinates: The closest wall static to the tower in the northwestern corner of the Firewatch Castle.
Fix: Move it a little to match.

Cell: Silver Serpent
Error: Locked door on interior, not on exterior
Coordinates: Silver Serpent Cabin door
Fix: Redo the lock on the outside, 67 and trapped with something

Cell: Firewatch (the eastern one)
Error: Archer stands on Rock
Coordinates: Rocks in the corner near the Library
Fix: Add path grid?

Cell: Firewatch Library, Ground Floor
Error: Three Sets of Bleeding Books
Coordinates: Last bookshelf on the right. Bottom shelf and below it.
Fix: Remove books and (in one case) dwemer bowl.

Also, there are aesthetic and realistic problems, where should I post those?
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Sload
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Post by Sload »

I got a missing object error on the road from Firewatch. I only have the Map 1 OoT and the main OoT, so it's missing from Map 1 atleast.
Error2: Why is it Fedrin's home if the only NPC is called Hyacinth?
I also noticed this, and I could not find Fedrin. Hyacinth is also only a commoner, in a home with rich stuff.
Anonymous

Post by Anonymous »

well i found the other bugs you said and bugs concerning quests like the cepaholod shell quest wehn you talk about the quest with the dude that gives you the quest and he just keeps saying the same thing all the time and you cant get out of the converstaion and the mercenary quests you get from the dunmer woman in the telvanis port council hall she keeps giving you the revard for the quest over and over again
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Conflict

Post by Amerelium »

There's a conflict between map 1 and 6 that makes the game fail to load. This it what it says:

Matching IDs: TR_bar_hungfish00

TR_Map1v76esp: type Ingredient
TR_Map6v19esp: type Container

Any comments on how to fix this?
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Post by Arthmodeus »

Map 6 is not completed so there will naturally be conflicts. You should only be running map 1 for the optimal effect.
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Re: Conflict

Post by Phaen »

Amerelium wrote:There's a conflict between map 1 and 6 that makes the game fail to load. This it what it says:

Matching IDs: TR_bar_hungfish00

TR_Map1v76esp: type Ingredient
TR_Map6v19esp: type Container

Any comments on how to fix this?
I used TESAME to delete the references in Map 6. Don't ask me how to do it though, as I forgot.
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Post by Amerelium »

TESAME locks up when trying to load one of the map files. I could edit the name in the contruction set, but there I get like a hundred dialouge string errors when I open one of the 6 maps...
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Noirgrim
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Post by Noirgrim »

I'll post this again here:

Map 1 is not compatible with any other map, being that map 1 is the only map in a beta stage.
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Post by Amerelium »

ok
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Post by Greybeard »

Couple of bugs in the Molagreahd region:

NPC Gelan Norvayn in 15,26 (124089,214180,371) in the group of shacks and yurts is listed as a Caravaner and claims she is a silt strider operator, but there's no strider nearby and no option in her dialogue for travel. (This village should probably have a name.)

The cave interior Mengada-Ngada needs a bit of work. (The entrance is in 14,27.) The long straight tunnel looks artificial and when I explore to the right, I'm "pinched" through the wall - out of the cave. I tried it several times, with the same result. The cave in general could use a bit of "life."

- - found a couple more:

NPC Yrgjol Steelfist (armorer) has his shop on a tiny island in (22,21), but he is unable to trade.

NPC Dun Akhul (trader) in Tel Ouada (24,18 ) can't trade.

NPC Gihij Dael in Tel Ouada (24,18 ) has a bad questioning script; it just keeps repeating the questions. I had to go into the console to stop it.
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Post by UndertaKer »

When I use ORI on a object 2 things appear : virtidx & physidx... what are these?


--------------------------
Cell: Boethian Mountains (29,9)
Error: Floating Static - terrain_rock_gl_05
Coords: (244774.641 ; 80274.328 ; 1306.723)
Fix: Lower Static into Ground
--------------------------
Cell: Boethian Mountains (29,9)
Error: Floating Static - terrain_rock_gl_07
Coords: (244732.063 ; 80235.344 ; 1364.412)
Fix: Lower Static into Ground
--------------------------
Cell: Boethian Mountains (29,9)
Error: Floating Static - terrain_rock_gl_09
Coords: (242383.328 ; 79529.576 ; 1308.564)
Fix: Lower Static into Ground
--------------------------
Cell: Kharalambos Ruin
Error: in_dae_hall_l_staircurve1 is a little to the left and it does not connect with the previous static
Coords: (3264 ; 768 ; 14656)
Fix: Move it to connect with the other corridor static
--------------------------
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Post by Greybeard »

NPC Irele Mathryon(Alchemist) in Ranyon-ruhn has nothing to sell even though her shop is full of items.
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Post by Xen »

Hi everybody, this is Xen back from a year of high school and he's ready to help out again. I've been following the progression along so far and attempting to get some errors together in my free time, but my hard drive crashed and now I'm having to start from scratch. Thus far, however, I have encountered in map one the same error as Flycatcher. For some odd reason the same error message was given to me as I tried to explore the southwestern penninsula of Map 1. Really early in the morning right now, but I'll go back tomorrow and find the exact location where this happened.

Creature "tr_cephalopod_rs00000000" has no animation groups.
Morrowind will crash!

I'm wondering now though, if downloading OoT: Creatures would fix this problem?
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Sload
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Post by Sload »

Cell: "The Duchess" (All three cells)
Coordinates: Entire Cell
Error: No statics in anything but the cabin. There you will find only a crate and a creature.
Fix: Detail the interior.
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Guest

Post by Guest »

Sorry, should have posted this here:
Just FYI, the links from the main "Download Tamriel Rebuilt" thread in the Members Download Section need to be corrected to reflect the new forum URL format, ie:

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=somethreadid

...instead of:

http://forums.tamriel-rebuilt.org/viewtopic.php?t=somethreadid

...which is what they point to currently.

I can still get to each thread by simply using the first format and manually typing in the thread ID, however there are a few other issues.

1st, the link to download Map 1 says its 10.71MB, however when I try and download it, it finishes after 1.8MB and the zip file is corrupted and will not extract. I have tried IE, Firefox, and Getright with the same result.

Map 2 is apparently not ready yet. (?)

Map 3 I get "File not found."

Map 4, 5, and 6 I get the same error as with Map 1, as well as with the Map 1 Objects file.

Wierd. Probably related to the recent HD crash I read about. Oh well, at least I got a kick out of Noirgrim 's dancing Gir avatar. Smile

I am new here, so maybe I just missed if there are alternative download links for all these up somewhere else, though I did look around a bit before posting.

Does anyone have these on another server, or can they be re-uploaded so I can check out at least the current working exteriors? It seems like some wierd thing with server file size quotas or something, as I don't have this problem with any other site. (I just test-downloaded Windows XP SP1 and the whole thing finished without a glitch even with Firefox's lame download manager.)
Also, PM's don't seem to work, as I can't send a message to Noirgrim. OK, I'll stop pestering you guys now. I'll check back in a week or so after the recovery from the crash is complete.
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Post by Haplo »

There is an error with downloading at the moment. It cannot be fixed until garfield returns from wherever and gives Zephyr more access to whatever it is he needs access into to fix the problem. So please bear with us.
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Sload
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Post by Sload »

Cell: Firewatch, South Guard Tower
Error: Strange little shrine type of thing on the top level
Coords: The entire top floor
Fix: Remove this room entirely.

Cell: Firewatch (18,15)
Error: Unlinked Door
Coords: (148217.797, 124159.063, 1228.214)
Fix: Link door to the South Guard Tower

Cell: Firewatch, Entrance Gate
Error: Book, Homilies of Blessed Almalexia
Coords: (4982.107, 4046.972, 1209.583)
Fix: Remove Book. Replace with an Imperial book
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Post by Raijin »

Cell: Port Telvannis, Cerul Arnem: Enchanter
Error: "in_t_housepod_pole_03" - static blocking passage to upper floor
Fix: remove or raise static so that it does not block passage to the upper floor
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Post by Starcrunch »

So I have spent a lot of time looking over Map1-v85 checking for error messages relating to missing meshes (none!), textures(not many), and references (only 3). The way I did this test was to remove all TR (and other mod related) content from the data files and then install map1, EoT, and OoT. Unpackaging the latest available archives for each. I have also listed the locations I checked for error messages and a few misc. errors (cells with no purpose that have been replaced, ect.).

Refs that Map 1 looks for but cannot find (things cleaned but still referenced):
TR_w_imp_ssword_brk [Firewatch, Abandoned Warehouse]
TR_w_imp_bsword_brk [Firewatch, Abandoned Warehouse]
TR_w_silver_dagger_brk [Firewatch, Abandoned Warehouse]

That's it just 3, and each only occurs 1 time all in the same cell.

I have checked every cell in the following towns/cities/villages for error messages:
Firewatch
Gah Ouadarhun
Gah Sadrith
Tel Aranyon
Tel Oren
Tel Ouada
Ranyon-ruhn
Port Telvannis
Bal Oyra

The following wilderness sites were checked:
Bal Daelkhun (a cave)
Baelkashpitu, Shrine (Daedric)
Assarhun (a cave)
Ba'nal (a cave)
Bintondi's Shack
Boethian Mountain Lighthouse
Hidden Shipwreck
Caved-in Cavern
Daam Koan's Yurt
Dadadrome
Dangrim's Shack
Darayn Halaran's Yurt
Rolaam Ulvi's Yurt
Pronocouses' Shack
Sink-The-Ship's Shack
Nivefilvin (Dwemer Ruin)
Pahunsabi
Pala Coosir's Yurt
Molagreahd Abandoned Diamond Mine
Drenka Cavern
Lambinâtha (Daedric)
Llarethi Ancestral Tomb
Maak's Shack

Following textures are used by items in map 1 (these textures are not included in OoT):
Tx_doe_roll.tga
Tx_shell.tga
Tx_metal_pan.tga
tx_pie.tga
TX_scrib_pie.tga
Tx_cookie_chunks.tga
Tx_cookie_plain.tga
-------------All of the above are used in Beleth's Bakery in Firewatch for many things
tr_fw_ya_tapmap.tga
tr_fw_ya_thrtrm05.tga
tr_fw_ya_thrflr.tga
tr_fw_ya_thrmtl.tga
tr_fw_ya_thrtrm03.tga
-------------All of the above are used in Firewatch Throne Room for several things
Textures\TR\TR_GB_telv_wood01.dds
Textures\TR\TR_GB_telv_wood04.dds
Textures\TR\TR_GB_telv_wood03.dds
Textures\TR\TR_GB_telv_bed01.dds
-------------All of the are used in TR_act_t_bed_01 (GO, Habeshi's House)
TR_metal_pewter_AA01.tga
-------------All of the are used for Telvanni Tankard (this used to be in OOT)
ya_ing_whitepoppypod.tga
ya_ing_nightshade.tga
ya_ing_aloe.tga
-------------All of the above are used in Tel Oren for several things
tr_ya_telv_int01.tga
tr_ya_telv_wood05.tga
-------------All of the above are used in Tel Ouada exterior for several things
TR_GB_hpod_wood1.tga
TR_GB_hpod_wood3.tga
TR_GB_hpod_wood4.tga
Textures\TR\TR_GB_telv_wood06.dds
-------------All of the above are used in Tel Ouada, Maluc Orethi's House
TR_GB_stone_bluegrey.tga
TR_GB_stonefireplace1.tga
TR_GB_stonefireplace2.tga
TR_GB_stonefireplace3.tga
TR_GB_stonefirebrick.tga
TR_GB_stonefireplace4.tga
-------------All of the above are used in Bal Oyra, Dondolin's House
Tx_dumpling.tga
-------------Above from Bal Oyra, Ilnori's Bakery (many other previosly mentioned textures too)
TR_wood_int_plain_GB1.tga
TR_wood_beam_plain_GB1.tga
TR_wood_carved_design_GB1.tga
TR_wood_pole_plain_GB1.tga
-------------Above from Bal Oyra, Milagron Estate
Note: The textures used for Telvanni furniture are needed all over the PT, Telvanni Council house

Other errors I noticed (I did not examine any rooms closely):
-Many doors in Firewatch, Palace, XXXX are not in their frame. I have a sneaky suspision that these were search/replaced by doors using a different "origin" no matter this may be fixed easily with the interiors...
-"Gah Sadrith, Wetstone Tavern" has a duplicate cell called "Gah Sadrith: Wetstone Tavern"
-"Tel Aranyon, Midrith's Tower" is no longer linked to anything, it has been replaced by "Tel Aranyon, Mithras Tower"
-the Tower Tel Oren in Molagreahd Region 21,11 should have a named exterior as Mistress Faruna resides there
-"Port Telvannis, The Gateway", "Port Telvannis, The Gateway: East Wing", and "Port Telvannis, The Gateway: West Wing" have been replaced by the 3 interiors called The Avenue. The Gateway interiors can be removed as they are no longer linked to the exterior in anyway.
-Bal Oyra, The Black Ogre Tavern has water level set but it is far below the interior, should probably uncheck the waterlevel box...
-Molagreahd Region (15,26) contains an large, unmarked village that mixes shacks with yurts which is bad...
-Telvanni Isles Region (34, 20) contains a small, unmarked village of 6 shacks that should be named

Hope this helps,
-Starcrunch
Stalker
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Post by Stalker »

Refs that Map 1 looks for but cannot find (things cleaned but still referenced):
TR_w_imp_ssword_brk [Firewatch, Abandoned Warehouse]
TR_w_imp_bsword_brk [Firewatch, Abandoned Warehouse]
TR_w_silver_dagger_brk [Firewatch, Abandoned Warehouse]
Very strange. This meshes are in EoT.
-Many doors in Firewatch, Palace, XXXX are not in their frame. I have a sneaky suspision that these were search/replaced by doors using a different "origin" no matter this may be fixed easily with the interiors...
Yes, it is quite true. It was another door retexture by you-know-who.

And yes, it is the most helpful. I'll try to locate all those missing textures today.
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Starcrunch
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Post by Starcrunch »

Been looking through the ESM and found few dirty cells:
Shushan
Dren Plantation, Helvi's Shack
Lost Shipwreck (all 3 parts)
Tel Mora

There are also a huge number of dirty exterior cells. These can only be recognized by double clicking on them in TESAME and seeing what region they have been assigned to. If the answer is a default Vvardenfell region then the cell reference is dirty. I noticed particularly a number of Bitter Coast and West Gash cells.

-Starcrunch
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Athame
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Post by Athame »

I loaded up Map1 just to find where my interior links up to (Also for the geology so I know what type of rock and cave to use) with the latest OOT/EoT files and got these warnings:

Missing object "TR_furn_Basin_DG" for reference during cell "Firewatch, Palace, Reception Hall" load.
Missing object "TR_furn_Basin_DG" for reference during cell "Firewatch, Palace, Reception Hall" load.
Missing object "TR_furn_Basin_DG" for reference during cell "Firewatch, Palace, Reception Hall" load.
Missing object "tr_misc_bottle_b00" for reference during cell "Firewatch, Iron-Grip Weapons" load.
Missing object "TR_furn_Basin_DG" for reference during cell "Firewatch, Palace, Tower: Duchess' Residence" load.
Missing object "TR_furn_Basin_DG" for reference during cell "Firewatch, Palace, Tower: Duke's Residence" load.

K, just letting you know.
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Nomadic1
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Post by Nomadic1 »

Edit: Nevermind
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SnowCat02
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Post by SnowCat02 »

What is it??????? "Animation group note problem."
This message shows near towns wilt riverstriders. (Gah Ouadaruhn, Tel Ouada)
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Post by SnowCat02 »

Where is the chain of islands (Tel Mora - Firewatch)????
Where are the Firewatch interiors???
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Sload
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Post by Sload »

The chain was removed. The interiors are not linked.
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Gez
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Post by Gez »

Are they gone for good, for the sin or touching Vvardenfell, or will they be back, at least as a bolt-on? (I liked them...)
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Sload
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Post by Sload »

They're gone for good because Stalker felt that a bridge across the Inner Sea didn't make sense.
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