Map 1 Error Reporting

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Sload
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Post by Sload »

Stalker wrote:I was thinking... Do we really need this piece of guar poo called Bal Oyra ? I am yet to find a city or any place on map 1 which will cause me more problems than Bal Oyra. If you are the maker of Bal Oyra and do not like what I say - fo and kill yourself. Make me and yourself a favour.
I'm not the maker of Bal Oyra. I want it to stay. I'm also appalled at your willingness to make that last comment.

I've also nearly finished NPCs. I'll fix the errors if you really can't handle it.
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Post by Stalker »

Feel free to fix that pile of crap. I can say for sure that I am not touching it myself.
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Post by Sload »

Sounds fun. How about I send you the fixed NPCs, you merge them, then I use the map as an active file to fix all the errors?
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Post by Stalker »

Sounds like a deal. I'm hiring you :p
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Post by Matthew_Kaine »

I think I got the wrong plugin, because almost none of the creatures are placed on the map, plus I can't get into ANY of the buildings in Firewatch. I suppose that's an error, right?
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Post by Sload »

No. Firewatch went under a revision and has yet to be relinked. The creatures, as you can see in the first post, are not there.
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Post by Matthew_Kaine »

Ah, ok. Were all NPCs taken out as well? I have yet to find any, and it's my job as a facemaker to see them.

I suppose the best way to look through this mod is through TESCS, since nothing besides statics could be misplaced or have errors.
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Post by Nichevo »

1/19/2006 (16:34) TR_Map1v865.esp 10/22/2005 (12:51) Tel Aranyon (28,12) 229800 101261 2985
Vertex colour of the two cells right outside the city make a distinct line. Don't know if there is a new map esp (I suppose I can't download it as long as I'm not listed as TR modder)
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Post by Stalker »

Yes, there's a newer ESP. No, you cannot DL it as long as you're not TR Modder. And I think that error was fixed at detailing phase. But I'll take a look.
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Post by Nichevo »

Good. My machine has been to service for some months, so I will try earn your trust and start modding. BTW, how should I start? Will I be able to mod with the Oot and Eot packages (plus datafiles)?
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Post by Stalker »

To start create a thread in Showcase showing your work (check pinned topic there for more info). Usage of EoT and OoT in showcase work is encouraged but not obligatory.
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Post by Nichevo »

Right.. Things is, I didn't get to start before the laptop broke down. So, are only established modders to work on morrowind? And would I in that case be able to start with Hammerfell when TES:IV launches.
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Post by Lud »

No, all you have to do is show us some TR quality work and convince the moderators that you won't claim stuff and then disappear.
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Post by El Scumbago »

Gah-Oudaruhn, the lake/lagoon in which the city is built is full of floating mushroom roots. All root 'floating' parts are underwater.
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Post by Stalker »

v884 is up.
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Post by Swiftoak »

Sload, Stalker, need any help in fixing the Bal Oyra crapfest?
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Post by Haplo »

I'm sure posting errors would help them immensely.
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Post by Thrignar Fraxix »

in sloads forum for Bal Oyra error reporting
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Post by Sload »

I have thoroughly searched Bal Oyra for errors and PM'd a complete version to Stalker. I let some things like mixed styles which wouldn't get through review slide because it's that or delete it in the growing apathy.
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Post by Boompiee »

ex_common_window_03
Firewatch (17,15)
147272 128208 624
two duplicate windows next to each other

furn_fireplace10
Firewatch, Hill Bastion
2569 -905 595
looks really out of place, recommend different fireplace

TR_cr_Plainstrider00000000
Molagreahd Region (27,17)
222028 143332 455
creature

Rat00000000
Boethian Mountains Region (26,8)
216953 70080 1927
creature

nix-hound00000000
Molagreahd Region (15,19)
127993 163252 1677
creature

cliff racer00000001
Molagreahd Region (13,22)
112377 183098 4737
creature

mudcrab00000027
Molagreahd Region (28,19)
231610 158401 144
creature

mudcrab00000026
Molagreahd Region (28,19)
232362 157875 108
creature

mudcrab00000025
Molagreahd Region (28,19)
232599 157158 226
creature

kagouti00000002
Boethian Mountains Region (31,14)
259350 116748 342
creature

kagouti00000000
Boethian Mountains Region (31,14)
258978 116894 382
creature

nix-hound00000003
Boethian Mountains Region (32,13)
268291 108313 157
creature

nix-hound00000004
Boethian Mountains Region (32,13)
268865 108304 104
creature

furn_de_r_chair_03
Sadas Plantation, Tel Sadas
3942 4127 14725
This row of trees seems much too straight, it looks very unnatural (not sure if this is the kind of thing to report though)

netch_bull00000007
Telvanni Isles Region (38,17)
312347 144171 2696
creature
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Post by Ede »

Fuck! I spent the weekend checking through an old version of map 1. I dont know if you have any use of this Stalker but here it is.

V885

I think this is a complete list of exterior creatures and leveled creatures on map1 as i went through every exterior cell in the CS. I hope i didnt miss a cell, because i dont want to do it again. :)

48,20 Winged twilight
48,18 4 mudcrabs
47,19 ex_wild_netch_lev-1
ex_wild_netch_lev+0
ex_wild_netch_lev+2
45,21 Tr_cr_cephalopod
45,20 2 ex_wild_netch_lev+0
45,18 in_dae_atronach_lev+0
45,15 ogrim titan
44,21 Tr_cr_cephalopod
44,13 scamp
TR_h2o_all_lev+0
43,21 4 mudcrabs
43,15 Tr_cr_cephalopod
43,14 4 TR_h2o_all_lev+0
43,12 2 mudcrabs
3 TR_ex_shore_all_lev+0
42,21 Tr_cr_cephalopod
42,20 Tr_cr_cephalopod
42,15 Tr_cr_cephalopod
42,12 2 ex_wild_netch_lev+2
42,11 Tr_cr_cephalopod
2 TR_ex_shore_all_lev+0
41,20 Tr_cr_cephalopod
41,15 2 Tr_cr_cephalopod
40,20 Tr_cr_cephalopod
40,14 Tr_cr_cephalopod
39,20 Tr_cr_cephalopod
38,19 Tr_cr_cephalopod
38,17 ex_wild_netch_lev+0
ex_wild_netch_lev+2
38,15 ex_wild_netch_lev-1
ex_azuracoast_lev+0
ex_azuracoast_lev-1
38,14 Tr_cr_cephalopod
Tr_cr_cephalopod_big
37,19 Tr_cr_cephalopod
37,15 nix-hound
37,14 A shitload of creatures and some leveled creatures
36,18 Tr_cr_cephalopod
36,17 3 netch_betty
36,14 Tr_cr_cephalopod
36,9 nix-hound
ex_wild_netch_lev+0
36,8 ex_shore_mudcrab
35,21 3 TR_cr_eyestar
35,17 A herd of netches
35,16 Tr_cr_cephalopod
35,15 Tr_cr_cephalopod
35,12 Kvama forager
35,9 2 Nix-hound
kwama forager
34,21 2 TR_cr_eyestar
34,16 Tr_cr_cephalopod
34,15 ex_shore_mudcrab
33,20 ancestor ghost
33,15 Kvama forager
32,14 ex_shore_mudcrab
32,13 2 Nix-hound
ex_wild_netch_lev+0
31,15 ex_shore_mudcrab
31,14 3 Kaguti
ex_shore_mudcrab
30,16 3 ex_shore_mudcrab
30,15 3 ex_shore_mudcrab
ex_wild_netch_lev+0
30,13 ex_wild_netch_lev+0
28,19 3 ex_shore_mudcrab
28,18 2 ex_shore_mudcrab
28,17 ex_wild_netch_lev+0
27,18 ex_wild_netch_lev+0
27,17 TR_cr_plainstrider
26,8 ex_ascadianisles_lev-1
25,19 Guars lots
25,15 2 Scrib
25,10 Tr_cr_golem_mud
24,10 ogrim
24,9 Tr_cr_golem_mud
23,13 ogrim
23,8 slaughterfish
22,11 slaughterfish
22,10 slaughterfish_small
22,9 scrib
22,8 scamp
21,12 3 mudcrabs
21,11 slaughterfish
Tr_cr_cephalopod
21,10 Tr_cr_cephalopod
21,9 slaughterfish_small
20,17 scrib
20,14 2 Nix-hound
20,13 4 mudcrabs
19,16 Ogrim_titan
19,13 2 slaughterfish_small
19,11 3 h2o_all_lev-2
18,16 scrib
18,14 slaughterfish_small
2 mudcrabs
18,13 h2o_all_lev-2
17,20 h2o_all_lev+0
17,14 slaughterfish_small
3 mudcrabs
17,13 h2o_all_lev-2
3 h2o_all_lev+0
17,12 h2o_all_lev-2
16,18 ex_wild_netch_lev+0
16,13 slaughterfish
16,12 3 h2o_all_lev-2
15,25 3 mudcrabs
15,19 nix-hound
15,15 h2o_all_lev-2
15,13 3 h2o_all_lev-2
14,26 nix-hound
14,22 cliff racer
14,16 h2o_all_lev-2
2 h2o_all_lev+0
14,15 slaughterfish
lots level creatures
14,14 lots level creatures
13,25 h2o_all_lev-2
13,22 2 cliff racer
12,22 cliff race diseased
12,21 cliff race diseased
h2o_all_lev+0
11,21 3 leveled creatures
10,24 in_dae_clanfear_lev+2
9,23 h2o_all_lev-2

Other errors

35,11 A formation of 3 kollop_03_pearl and other objects nearby floats. The 3 kollop_03_pearl are the only ones in the cell so it shouldent be a problem to locate.
35,11 A shitload of flora_grass_0? buried under ground.

In warnings.txt

Missing object "TR_bk_Essenceofbeingathief" for reference during cell "Sagea" load.
Missing object "TR_bk_mineralsofmorrowind" for reference during cell "Sagea" load.
Missing object "TR_bk_OntheMove" for reference during cell "Tel Aranyon, Mithras Tower" load.
Missing object "TR_bk_ExpandingMagickaRevised" for reference during cell "Tel Aranyon, Mithras Tower" load.
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Post by Ede »

Edit, i have looked around and these errors are still there in v887.

I then spent some time running around ingame.

v885

TR_m1_FW_gateI1_door
Firewatch (17,15) 145345 127228 480
"gate rotate into wall"

And the other gates as well.

ex_imp_wall_01
Firewatch (17,15) 143853 129556 864
"wall doesnt lineup with adjacent wall, its very minor might be left as is"

Furn_banner_imp_01
Firewatch (17,15) 142776 124712 360
"Looks weird, to big?"

flora_tree_gl_03
Firewatch (18,15) 151272 130072 1253
"branch tip bleeds minutly into house"

ex_imp_govmansion_gate
Firewatch (18,15) 151880 129627 656
"dosnt snap to rest of house"

ex_imp_kdoorframe_01
Firewatch (18,15) 152130 129887 965
"dosnt line up with building"

TR_furn_Plank_broke05
Firewatch (18,15) 149738 128497 337
"bleed to much into ground"

ex_nord_well_01
Firewatch (17,15) 147008 127328 640
"to high, lower into ground"

ex_common_tavern_01
Firewatch (18,15) 148768 129120 768
"windows on the back of this house sit to near the ground"


One door in Firewatch is a doubling error. Sorry i missed it with a BC, but its the house nearest the north gate of the town.

All three ex_common_building_01 in Firewatch must be raised up to fix problem with there doors.

Clutter is needed in the castle courtyards, looks and feel empty.


TR_terr_cliff90outR
STA_Detailing (17,16) 140129 137613 1920
"casper and bleed into other cliff, other weirdness"

TR_terr_cliff45inR
STA_Detailing (17,16) 143742 134906 2560
"casper at the top"

TR_terr_cliff90outL
STA_Detailing (17,16) 144000 131072 2560
"bleeds into other cliff"


Can these cliffs be snapgridded?


Terrain_rocks_GL_01
Molagreahd Region (16,17) 132852 140431 3251
"floats"

Terrain_rocks_GL_01
Molagreahd Region (16,17) 132852 140431 3251
"floats"

Terrain_rocks_GL_01
Molagreahd Region (16,17) 132852 140431 3251
"branch bleeds into ground"

flora_tree_gl_07
Molagreahd Region (16,17) 135794 146180 3366
"branch bleeds into ground"

flora_tree_gl_07
Molagreahd Region (16,17) 134944 147131 3885
"bleeder"

flora_kreshweed_02
Molagreahd Region (13,20) 113987 168443 2237
"floats minutly, can probably be ignored"

Terrain_rocks_GL_04
TR_M1_19,17 (19,17) 156713 145091 2139
"casper"

Terrain_rocks_GL_04
TR_M1_19,17 (19,17) 156713 145091 2139
"casper"

Edit Bal Oyra removed.

Ex_De_Shack_Door
Molagreahd Region (14,27) 121909 222279 1391
"The inside of this shack is to bare, needs more junk"

ex_de_shack_steps
Molagreahd Region (14,27) 121836 221944 1588
"The stairs are to close to the door of other shack"

flora_chokeweed_02
Molagreahd Region (21,21) 179502 174478 188
"bleeder"

terrain_rock_wg_09
Molagreahd Region (22,20) 180678 171538 542
"vertex shading, there is a straight edge at this rock"

crate_de_floater
Molagreahd Region (21,22) 179952 188039 -9
"weird name, Floating crate script float"

flora_kreshweed_01
Sea of Ghosts Region (17,28) 146176 231614 209
"bleeder"

ex_t_stair_spiral
Tel Ouada (25,18) 206708 148434 168
"these stairs are to difficul to climb and the doorjamb should be moved"

ex_t_stair_spiral
Tel Ouada (25,18) 206708 148434 168
"two sacks floating"

ex_t_doorway_02
Tel Ouada (25,18) 209093 149626 438
"dosnt line up with stairs"

flora_tree_gl_05
Aegondo Point (26,20) 215908 165807 2360
"bleeder"

flora_tree_gl_06
Aegondo Point (26,20) 216740 164857 2434
"bleeder"

flora_tree_wg_01
Aegondo Point (26,20) 217365 166758 3383
"bleeder"

flora_tree_wg_01
Aegondo Point (26,20) 213164 166948 2047
"bleeder"

flora_tree_wg_05
Aegondo Point (26,20) 214546 168600 3594
"bleeder"

flora_tree_wg_05
Aegondo Point (26,20) 218985 170173 1939
"bleeder"

flora_tree_wg_05
Aegondo Point (26,20) 214786 171634 3395
"bleeder"

de_p_chest_02_noah
Aegondo Point (26,20) 214240 168774 2847
"should probebly be locked?"

flora_tree_wg_05
Molagreahd Region (25,21) 209725 172328 2344
"bleeder"

flora_tree_wg_01
Molagreahd Region (25,21) 211112 174119 2367
"bleeder"

flora_comberry_01
Molagreahd Region (26,19) 215728 161887 202
"bleeder"

flora_bush_01
Molagreahd Region (27,19) 221928 159169 377
"bleeder"

flora_kreshweed_01
Molagreahd Region (26,19) 217942 156659 187
"bleeder"

flora_tree_gl_06
Molagreahd Region (27,17) 226642 144436 1308
"lots of bleeders with other flora, should probebly be ignored"

flora_tree_gl_07
Ranyon-ruhn (27,12) 229223 99424 2098
"bleeder"

light_de_lantern_03_sway
Ranyon-ruhn (27,12) 225470 99025 2691
"floater"

light_de_lantern_03_sway
Ranyon-ruhn (27,12) 226218 99451 2887
"floater"

light_de_lantern_03_sway
Ranyon-ruhn (27,12) 227361 101109 3576
"floater"

light_de_lantern_03_sway
Ranyon-ruhn (27,12) 227539 101536 3563
"floater"

light_de_lantern_03_sway
Ranyon-ruhn (27,12) 224382 102441 3590
"floater"

All "light_de_lantern_03_sway" in Ranyon-ruhn are floating, i think they all need to be fixed.

flora_tree_gl_06
Ranyon-ruhn (27,12) 227975 106358 1591
"bleeder"

flora_tree_gl_06
Molagreahd Region (27,13) 225792 106688 1587
"bleeder"

flora_tree_gl_07
Molagreahd Region (27,14) 221708 117438 1386
"bleeder"

flora_tree_gl_02
Molagreahd Region (27,14) 221668 120139 1386
"bleeder"

flora_tree_gl_02
Molagreahd Region (27,14) 224272 122844 1285
"bleeder"

flora_tree_wg_01
Boethian Mountains Region (29,13) 237731 111962 1309
"bleeder"

flora_tree_wg_03
Aranyon Pass (28,13) 237255 114640 1433
"bleeder"

flora_tree_wg_01
Aranyon Pass (29,15) 238471 124414 1196
"bleeder"

In Warnings.txt

Bad note string "Sound: riverStrider1" frame 16 in "TR\cr\TR_Riverstrider_NR.NIF".
Bad note string "Sound: riverStrider2" frame 239 in "TR\cr\TR_Riverstrider_NR.NIF".
Bad note string "Sound: riverStrider3" frame 439 in "TR\cr\TR_Riverstrider_NR.NIF".
Animation group note problem. See Warnings.txt file.
Last edited by Ede on Wed Mar 15, 2006 10:29 am, edited 1 time in total.
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Morden
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Post by Morden »

I then spent some time running around ingame.

v885

Thanks for taking the time to do some error reporting, its really appreciated... however the current version of Map 1 is v887. Version 886 included a lot of fixes, so I hope thats a typo. I'll look at some of your errors in the CS though to see if they've been fixed already.
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Post by Ede »

Thats the file i DL "10 mars 2006, 08:31:39" at the top of the map1 DL thread, i should have looked further down in the thread for the newer version, sorry.
Ede

The old one.
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Morden
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Post by Morden »

Really? When I click on the link it says Map1v887... though if you downloaded it right away, you may have picked it up right before I changed the link.
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Post by Ede »

I must have just missed it. I got the v887 now so ill have a look tonight and see whats been fixed. Sounds like Bal Oyra have been fixed so those errors can probebly be ignored.
Ede

The old one.
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Morden
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Post by Morden »

I was only fixing the exterior. Interiors are still the old broken version. Just ignore the interiors for Bal Oyra all together, they'll be replaced.
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Post by Lady Nerevar »

Sadras Plantation:

there is a poor shelf (all the other furn is rich)
replace with rich shelf
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Post by Ede »

I checked and i think only some of the flora and container errors in Bal Oyra are fixed. All the other errors i checked was still there in v887.

In Bal Oyra the same set and arrangement of containers is duplicated a lot of times with the same exact bleeders. Someone was lazy making this town. :)

Ill continue my error hunt, i have combed the northwest and now im of to the southwest.
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Morden
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Post by Morden »

I did bunch of work on Bal Oyra and I didn't duplicate anything. All container flora in the town was hand placed.

Point out the exact errors. Give me details so I can fix it instead of just saying my work sucks. I take offense to your last post. I put a lot of care into turning that craphole of a claim into something nice. Lazy my ass... I put three full days into detailing those one and a half cells.
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Post by Ede »

I didnt mean you, i meant the original maker of Bal oyra. Unfortiently some crap hasnt been removed, like some of the old containers. You will get a full list tomorrow. For the record i feel that Bal Oyra is finely getting to be a nice and buetiful town.
Ede

The old one.
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Morden
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Post by Morden »

Sorry Ede.. i did another 4 hour binge on the CS yesterday fixing Firewatch interiors... I have to stop that.. it puts me on edge.
Ede
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Location: Sweden

Post by Ede »

Dont worry about it. :)I dont envy you fixing other peoples errors, so hang in there.

V887

These are the copyed sets of container i was refering to

Set1
barrel_01_saltrice
crate_01_food
com_sack_03
Com_Sack_02_Ingred

Set2
crate_01
com_sack_01_ingred
crate_02_food
barrel_01_Ingredients

Da errors

flora_grass_01
Bal Oyra (18,23) 154335 189592 706
"floater"

flora_grass_01
Bal Oyra (18,23) 154367 189403 700
"bleeder"

barrel_01_pos
Bal Oyra (18,24) 155598 197556 322
"bleeding into other barrel and floats"

Com_Sack_02_Ingred
Bal Oyra (18,24) 154739 198904 306
"bleeder, part of set1"

barrel_01_Ingredients
Bal Oyra (18,24) 153833 199045 371
"one barrel exactly ontop other barrel, looks weird set2"

crate_01_food
Bal Oyra (18,24) 153355 198949 312
"These containers bleed into each other and into building, an exact copy of earlier error, part of set1"

crate_02_food
Bal Oyra (18,24) 153219 200943 223
"copy of another set, the one at 153833 199045 371 but without the extra barrel set2 "

TR_BO_ex_imp_plat_01
Bal Oyra (18,24) 153937 202130 -193
"to high, lower to match stairs"

Com_Sack_02_Ingred
Bal Oyra (18,24) 151609 202095 306
"copy, same bleeders, same shiet, set1"

crate_01_food
Bal Oyra (18,24) 151440 199337 312
"same shitty copy again, set1"

crate_01_food
Bal Oyra (18,24) 152345 197665 377
"and one last time the same duplicate as the others with the same errors, set1"
TR_w_imp_bsword_brk
Bal Oyra (18,24) 152571 197145 344
"floater"

crate_01_random_pos
Molagreahd Region (19,24) 155852 197362 319
"floater"

crate_02_random_pos
Molagreahd Region (19,24) 155793 197318 316
"floater"

barrel_01_saltrice
Bal Oyra (18,24) 155017 198621 309
"looks like it bleeds into rock but maybe not"

crate_02_bottle05_5
Bal Oyra (18,24) 152604 201243 255
"floats"

TR_m1_furn_imp_flag_01_Bal_Oyra
Bal Oyra (18,24) 152742 201192 357
"This is about the containers under the flag. The crate floats and barrel bleeds, repositioned set1 and finely there are no more finds of set1"

barrel_01_Ingredients
Bal Oyra (18,24) 152276 201618 298
"doesnt lean against wall"

barrel_01_empty
Bal Oyra (18,24) 151006 202419 279
"looks like bleeder, maybe not."

barrel_01_empty
Bal Oyra (18,24) 150787 202685 250
"bleeder"

crate_01_eggs
Bal Oyra (18,24) 150260 202875 274
"bleeder"

barrel_01_empty
Bal Oyra (18,24) 149192 202621 229
"bleeder"

TR_furn_crate_broke01
Bal Oyra (18,24) 149254 202651 255
"floater"

light_de_lantern_03_s_256
Bal Oyra (18,24) 149791 202061 443
"move to middle of rope"

TR_BO_ex_nord_house_01
Bal Oyra (18,24) 151467 198991 344
"double remove one"

TR_BO_ex_nord_win_01
Bal Oyra (18,24) 151497 198727 455
"double remove one"

ex_common_window_01
Bal Oyra (18,24) 151139 200064 598
"bleeds to much into house"

TR_BO_ex_common_window_02
Bal Oyra (18,24) 152420 197945 757
"bleeds to much into house"

flora_gold_kanet_02
Bal Oyra (18,24) 150608 200158 253
"bleeds to much into house"

The last BC should have been about another window, maybe you can find it anyway. Some of the other ex_common_window could perhaps be moved a tad out of the buildings
to.

There is also some small seams between the wall pieces around the keep, it looks like they are not snapgridded.
Ede

The old one.
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Lady Nerevar
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Post by Lady Nerevar »

teh following cells have beth made telvani guards:

Bren Gadis: General Store
Calbin Rgis: Clothing
Cerul Arnem: Enchanter
Deram Drelas: Armorer
Felisel Gavos: Bookseller
Gali Therinyth: Alchemist
Odrethi Manor
Telvanni Council House (more then one cell)

-Calbin Rgis has imp funr (in the form of chair, table, and tapestry)
-Dirnitha Aserath's House has 2 floating objects, a lantern and a tapestry. this error can be fixed by adding one of those pole vines.
-Drero Eram's House has an expensive bed.
-Fedryn Morvayn's House has an expensive table
-TR_m1_Feral_Aranith clothes should be changed, right now shes dresed all in extravegant
-TR_m1_Llathros_Edri should have his wander setting set to 0
-the Lost crab has imp furn (hutches)it also has dublicate barstools (remove the com ones)
-in Ondres Othril's House the de_p desk needs to be replaced with TR's de_r type
-the stairs in Redram Oran's House need to be lowered. also, is there are reason the NPC is dead?
-TR_m1_Sathro_Norethi is wearing an extravagant robe. replace with common variety or remove all together/
-Sathro Norethi's House has a ritch bed
-make TR_m1_Tadora_Romyon female... theres to many males in PT (seriously, most of the NPCs are male)
-put some clothes of TR_m1_Tendurth_Moran and TR_m1_Tharise_Erolan! we wana gota see no nakid dunmer!
-Trelo Resano's House has a ritch bed
-TR_m1_Turosi_Salvel is wearing expensive clothes
-TR_m1_Vynea_Uvam make em female as well (and put a shirt on the soon to be her)
Ede
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Location: Sweden

Post by Ede »

v887

I have now searched through map1 west of the river. Ill take a rest from this unless its urgent that i continue.

flora_tree_gl_10
Firewatch (17,15) 146991 123525 832
"bleed into citywall"

Ex_T_menhir_L_01
Firewatch (17,15) 142972 123579 -748
"straight edge by this menhir"

flora_stoneflower_02
TR_M1_20,15 (20,15) 166506 123703 1143
"bleeder"

terrain_rock_gl_11
TR_M1_19,14 (19,14) 162152 122419 1310
"straight edge at this rock"

terrain_rock_gl_11
Firewatch (18,15) 153900 130953 1787
"straight edge at this rock"

flora_wickwheat_01
TR_M1_19,15 (19,15) 157315 129592 1083
"floater"

ex_t_platform_02
Molagreahd Region (21,11) 175322 93350 65
"to high to walk up"

ex_cave_entrance_ac_01
Molagreahd Region (22,8) 186315 67996 1665
"looks very weird"

ex_t_door_01
Molagreahd Region (21,11) 174257 94077 845
"this whole peninsula feels empty"

ex_cave_door_01
Molagreahd Region (21,14) 172509 116881 1477
"floating alone without an entrance piece"

terrain_rock_gl_10
TR_M1_20,14 (20,14) 169465 115824 3408
"casper"

Terrain_rocks_GL_03
TR_M1_20,14 (20,14) 168563 118994 3288
"multi floating rocks"

Terrain_rocks_GL_03
TR_M1_20,14 (20,14) 167539 116900 4296
"floater"

flora_wickwheat_04
TR_M1_20,16 (20,16) 166907 139085 477
"floater"

flora_wickwheat_03
TR_M1_20,16 (20,16) 166535 136152 835
"multi floaters"

terrain_rock_gl_08
Molagreahd Region (21,14) 175876 122284 242
"straight edge here"

terrain_natural_bridge_01
Molagreahd Region (21,11) 180218 93006 317
"casper"

terrain_rock_wg_13
Molagreahd Region (22,11) 187150 90865 2444
"makes sort of a cave and caspers"

terrain_rock_wg_12
Molagreahd Region (27,8) 221408 69054 1771
"straight edge by this rock"

flora_tree_wg_01
Boethian Mountains Region (24,17) 198119 147030 2533
"bleeder"
Ede

The old one.
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Morden
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Post by Morden »

Thanks a lot Ede :) The more errors we find, the better the mod will be. You can take a rest... I still have to finish going through the last two lists of errors.

Oh yeah... what the hell is a 'casper'?... some sort of 'ghosting' object I take it, but I have no idea what you mean.
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Nomadic1
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Post by Nomadic1 »

Casper (which is a pretty new term for me too) is when you can see through an object. Like the rocks or buildings how they don't have a bottom. If you look up through the bottom, you see through it.
Ede
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Location: Sweden

Post by Ede »

Like Nomadic1 said, cant remember who started using it but it is a good descriptive name for the fenomena so i started to use it too. :)

Edit
The peninsula at the southwest of map one(claim 1-17-tel) looks like crap but i dont know if there is any time left to fix it before the release of map 1. Besides that area the rest of the region west of the river looks really good.
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Gnomey
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Post by Gnomey »

I'm not sure if this was already mentioned, but I found a map error near Port Telvannis. I cannot find the paper where I wrote down the location, :oops: but it is over a pass that has a tower blocking it, I don't think the tower can be entered. Oh, a manor is nearby, Imaryn or something like that. I'll try and update, with the specifics, later. Anyway, it is where two borders meet and cannot be seen from above, just a small slit in the land, around a person's height. Again, sorry for the lack of detail.
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Lud
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Post by Lud »

Great, thanks Gnomey.
I'll fix it as soon as you give me the co-ords.

Everbody else:
Download the latest version of Map1(v893) and start finding errors!
The more you find the better the mod will be.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
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