[Morrowind] World Error Reporting

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Lud
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[Morrowind] World Error Reporting

Post by Lud »

This thread is for error reporting about the actual world, like the exteriors, the interiors, and the objects in them.

Please use this format for posting errors:

----------------------
Cell: Please tell us the name of the cell you found the error in. If you found it in an exterior, please give the grid position
Location: Give a more specific location, if it applies.
Error: Report the error here.
----------------------

For example,
  • ----------------------
    Cell: Firewatch Palace, Duchess' Quarters
    Location: On the table
    Error: The cutlery bleeds into the table
    ----------------------

    ----------------------
    Cell: Yashazmus, exterior
    Location: Largest dome piece
    Error: A root is floating
    -----------------------
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Post by Swiftoak »

Cell: Firewatch
Location: Firewatch Castle
Error: Gates open the wrong way :P
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fanfas
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Post by fanfas »

Hello, i got one :(

When i load my savegame when the engine is initializating the data the following error appears:

unable to find referenced object "TR_M1_MidavesFavelnim in script TR_m1NPC_Iveru

Haven't anyone got this one yet, i'm using the deluxe version?
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Post by Swiftoak »

Cell: Gah Sadrith
Location: Everywhere
Error: ALOT of the doors are not linked to their appropriate interior cells.

I could help you guys do that if you want.
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Post by Hellwege »

fanfas wrote:Hello, i got one :(

When i load my savegame when the engine is initializating the data the following error appears:

unable to find referenced object "TR_M1_MidavesFavelnim in script TR_m1NPC_Iveru

Haven't anyone got this one yet, i'm using the deluxe version?
i got the same and if i say yes when i walk outside it crashes to desktop
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Post by Tyrion »

I got the scariest animation group note error outside of Gah Ouadaruhn. It minimzed morrowind and I got the error message on the desktop, then it brought morrowind back up, crashed, went back up, etc. It flickered on and off until I managed to exit morrowind.

Also, the shadow of the guy who rides the sky render in Port Telvannis is skewed beyond belief. It also crashes the game when I get near him.
Last edited by Tyrion on Sun Sep 24, 2006 12:22 am, edited 1 time in total.
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Post by fanfas »

Hellwege wrote:i got the same and if i say yes when i walk outside it crashes to desktop
Mine works fine after clicking yes.
MAP 3 -> Interiors
Map 3 -> Interior Fixing
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Post by El Scumbago »

Fanfas: The animation error thing must have something to do with the River Striders, or so I remember, from an old discussion.

The "unable to find referenced object "TR_M1_MidavesFavelnim in script TR_m1NPC_Iveru" appears to me too.
Guest

Post by Guest »

I get that missing thing NPC in script and the animation warning too, but the latter didn't cause any problems.

Map 1 is looking good, and I'm having a blast walking through it. That haunted pass is great, but it was a shock at first when I was attacked by ghosts. Once I made it through, I enjoyed the "danger" sign :lol: That was funny. I also like how of the 6 non-city interiors I entered, three of them were mine :D

Now for some errors.

----------------------
Cell: Firewatch, exterior
Location: Beleth's Bakery
Error: There are two doors overlaid
-----------------------

----------------------
Cell: Firewatch, exterior
Location: All of the gates
Error: 'Nuff said
-----------------------

----------------------
Cell: Ranyon Ruhn, exterior
Location: The entire city
Error: The doors are misaligned. Tweak their position and increase their size slightly
-----------------------

----------------------
Cell: Sarvanni Molecrab farm, exterior
Location: The outside on the road
Error: A little dodgy landscaping on the road - just use the smooth one over the bit
-----------------------

----------------------
Cell: Sarvanni Molecrab Farm, exterior
Location: Next to the above dodgy road landscaping
Error: Floating rock
-----------------------

----------------------
Cell: Gah Ouadaruhn, Bal Gernak's Manor
Location: Outside the door to his chambers
Error: The left hall is misaligned (see the floor)
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City entrance
Error: Thing says "Telvanni Canton".
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City, water
Error: ex_t_root_xl_01 caspers underwater
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City, water
Error: flora_tree_gl_02 caspers over water edge
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City, water
Error: ex_t_root_03 floats - delete
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City, water
Error: ex_t_root_03 floats - caspers on the bottom - delete
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City, water
Error: ex_t_root_bridge_01 bleeds into ex_t_platform_02
-----------------------

----------------------
Cell: Gah Ouadaruhn, exterior
Location: City, water
Error: ex_t_root_xl_02 bleeds into ex_t_root_xl_03
-----------------------
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Post by Nomadic1 »

The above was me. Don't know why it says "Guest". Also, the worst error of the lot: I wrote two books and am not in the book writing credits :evil:
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Post by Nanu »

Also, the worst error of the lot: I wrote two books and am not in the book writing credits
At least you're psuedo-mentioned.
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Post by Gez »

fanfas wrote:unable to find referenced object "TR_M1_MidavesFavelnim in script TR_m1NPC_Iveru
The NPC is supposed to have the ID TR_M1_Midaves_Favelnim... Hence the bug.

A few errors I've found, in betacomment format:
----------------------
Cell: Boethian Mountains Region (24,17)
Location: [url=http://img87.imageshack.us/img87/9633/screenshot2sf3.png]See screenie[/url], x/y/z pos: 196852/141937/3860
Error: Awful awful floating terrain_rock_wg_01!!!! OMGTHEWORLDISENDING!!
----------------------
Cell: N/A:
Location: TR_Data, not TR_Map1.
Error: [url=http://img87.imageshack.us/img87/9272/screenshot3jo5.png]Moths don't move and their texture is not alphachanneled...[/url]
----------------------
Cell: Sarvanni Molecrab Farm
Location: Dialogue with TR_m1_Bradasou_Gilvani
Error: "someone in particular" here/her typo. To my shame, I wrote that dialogue...
----------------------
Cell: Sarvanni, Ienit Cave Dwelling
Location: Dialogue with TR_m1_Muldyne_Ienit
Error: For some reason, my crab meat scripted result dialogue doesn't work. No choices."
----------------------
Cell: Anywhere in wilderness or in Bahrammu
Location: Dialogue with anybody
Error: "latest rumors": the rumor about the writer comes up an awful lot often, I think a filter is amiss here.
----------------------

And... There's no Bahrammu-specific dialogues! We've completely forgotten it!

Nomadic: I wrote a book and fixed, even made up entirely, a few interior cells. I don't complain. :) And you were a guest because you weren't logged.

Note: Use beta comments to write down errors.
You need this line in Morrowind.ini

Code: Select all

Beta Comment File=Comment.txt
You can name the file however you like, so you can have Beta Comment File=Zobolobolo-youplada.txt and it'll work anyway, but you need a .txt file to be mentionned.

Then, in-game, when you see an error, open the console, click on the erroneous thing, and type

Code: Select all

BC "Your comment within quotes, like this one."
The reason is that it stores in your file not just the comment, but also the cell, the exact ID of the item, and its x/y/z position. See my floating rock error.
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Post by Nomadic1 »

:lol: Nanu and Gez. And thanks for the tip about using the console. Will definately come in handy. :)

Anyway, a couple more:

----------------------
Cell: Yashazmus, exterior
Location: On the road towards Port Telvannis
Error: There are floating mushroom parts. What they were connected to must have been deleted at some point
----------------------

----------------------
Cell: Port Telvannis
Location: The slave trading area
Error: The Dres noble says "Resadyn" instead of "Resdayn"
----------------------

----------------------
Cell: Seyda Neen, Census and Excise place
Location: The second building; the last refuge before the dreaded first meeting with Fargoth
Error: The guard captain talks about the Tribunal priest hiding somewhere nearby... aren't the people on Map 1 supposed to be the only ones saying that?
----------------------

----------------------
The Daedric bat is far too slow. You could make it 10 times more fast and it still might be too slow. Also the moths aren't animated and they have black on their wings where the transparency should be.
----------------------
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Post by Gez »

Nomadic1 wrote:----------------------
Cell: Yashazmus, exterior
Location: On the road towards Port Telvannis
Error: There are floating mushroom parts. What they were connected to must have been deleted at some point
----------------------
Guess I missed some when I cleaned Yashazmus of all the floating parts. Use the console trick to give us their ID and cell, it'll help a lot in finding them.
Nomadic1 wrote: ----------------------
Cell: Port Telvannis
Location: The slave trading area
Error: The Dres noble says "Resadyn" instead of "Resdayn"
----------------------
I blame [url=http://tamriel-rebuilt.org/old_forum/profile.php?mode=viewprofile&u=5024]him[/url].
Nomadic1 wrote:----------------------
Cell: Seyda Neen, Census and Excise place
Location: The second building; the last refuge before the dreaded first meeting with Fargoth
Error: The guard captain talks about the Tribunal priest hiding somewhere nearby... aren't the people on Map 1 supposed to be the only ones saying that?
----------------------
Missing cell filter and global random100 filter. Already reported it, but I didn't know if also affected characters with the holy Local TR_Map filtering.
Nomadic1 wrote:----------------------
The Daedric bat is far too slow. You could make it 10 times more fast and it still might be too slow. Also the moths aren't animated and they have black on their wings where the transparency should be.
----------------------
Agree. Monsters have been kept out of the betas for so long, they've never been playtested... TR_Data will undergo a lot of tweaking in the coming days.
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Post by Andres Indoril »

The moths are animated, but they have no AI package. And they have no regular Idle animation.
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Post by Lud »

And... There's no Bahrammu-specific dialogues! We've completely forgotten it!
Very odd; I specifically remeber spending hours writing it.
Could you check if the file was merged?
(It's in the PT, in the dialogue review thread.)
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abot

Post by abot »

from my Warnings.txt

Expression Error: SYNTAX in TR_m1_NPC_Outlaw.
Set expression returned an error.
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.


I think maybe the Expression Error could be solved this way:
in script TR_m1_NPC_Outlaw, change the block

Code: Select all

if ( doOnce == 0 )
		Set AttackChance to ( GetIntelligence )
		Set AttackChance to ( AttackChance / 5)
		Set AttackChance to ( AttackChance - GetLevel )
		Set AttackChance to ( AttackChance - GetLevel )
		Set AttackChance to ( AttackChance + Player->GetLevel )
		Set AttackChance to ( AttackChance + Player->GetLevel )
		Set AttackChance to ( AttackChance + Random 30 )
	if ( getInterior == 1 ) ; in interiors, test whether the character is seen
		if ( GetDetected Player == 0 )
			return
		endif
	elseif ( getDistance Player > 3000 ) ; in exteriors, test whether the character is nearby
		return
	endif ; point only reached if the character was neither unseen nor faraway
	if ( AttackChance <= 75 )
		StartCombat, Player
	endif
	set doOnce to 1
endif
to

Code: Select all

if ( doOnce == 0 )
	Set AttackChance to ( GetIntelligence )
	Set AttackChance to ( AttackChance / 5 )
	Set doOnce to GetLevel
	Set AttackChance to ( AttackChance - doOnce )
	Set AttackChance to ( AttackChance - doOnce )
	Set doOnce to ( Player->GetLevel )
	Set AttackChance to ( AttackChance + doOnce )
	Set AttackChance to ( AttackChance + doOnce )
	Set doOnce to Random 30
	Set AttackChance to ( AttackChance + doOnce )
	if ( getInterior == 1 ) ; in interiors, test whether the character is seen
		if ( GetDetected Player == 0 )
			return
		endif
	elseif ( getDistance Player > 3000 ) ; in exteriors, test whether the character is nearby
		return
	endif ; point only reached if the character was neither unseen nor faraway
	if ( AttackChance <= 75 )
		StartCombat, Player
	endif
	set doOnce to 1
endif
Maybe the problem with the TR_Riverstrider_NR could be solved simply creating the 3 missing sounds referenced by the animation and (perhaps) using it like a real creature, not an activator

cheers!
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Post by Gez »

The riverstrider has no animations (except for a few idles). It doesn't work as a creature. No combat anims, no attack anims, no death anims... Can't be used as a creature until someone makes animations for it. The mesh would also benefit from being smoothed, especially in the head region.

Clever trick with the script.
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Post by fanfas »

Gez wrote: --------------------
Cell: Anywhere in wilderness or in Bahrammu
Location: Dialogue with anybody
Error: "latest rumors": the rumor about the writer comes up an awful lot often, I think a filter is amiss here.
----------------------

And... There's no Bahrammu-specific dialogues! We've completely forgotten it!
And i spent almost an hour searching for this fugitive :) well at least i searched the island well :D


Well about this island, there is some general errors around it, that range from some textures that are out of place near the shores (one or two times ) to a floating ledder in the village itself (the biggest one near one of the entrances) and specially there is one thing that needs to be fixed and the thing is, in the leveled list of creatures near the village qhen the NPC is higher then level 22 it's suposed to appear the striders, the one on the plain near the vilage works fine and all, but one in the midle of the rocks on the litle mounts near the village to stays wierd, why... well the leveled list is on the top and the strider is huge, so when it appears the left legs stay under the floor while the right legs stay on floating...

This strider thing happens also on the litle island left of bahrammu, the one that satays near dagon fell, it has one outlander and litle mine/grotto thing, here the strider stays inside a rock, also when you enter this island there is a script error about the outlander guy i think.

About the strider thing.... As this striders are not hostile, i recomend take them out of the leveld lists or at least be carefull on whwere to put the leveled list with them, as they need a lot of plain land around them, I think that the striders should be putted manually only in some places.
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Post by Ayadjad »

an other one here is when we open the Loen Doldal House on a road we enter on a TABLE and stay blocked until we jump or open the door

http://img156.imageshack.us/my.php?image=tabledc4.jpg


ONE bug on the map but doesnt know if it is because i have some mod and the french version

http://img141.imageshack.us/img141/2163/mapbugzcp8.jpg
Last edited by Ayadjad on Sun Sep 24, 2006 5:18 pm, edited 7 times in total.
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Post by Lud »

Looks to me like the map one is an extension of the Map bug, for which there is no fix. (short of hacking Morrowind)
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Post by El Scumbago »

Happens to me too, no matter which of the 6 maps I load.
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Post by Massalinie »

Cell: Yashazmus
Error: Aaron tells me the doors were linked the wrong way round, one's higher up than the other and though it's unlikely that anyone will really notice without looking at it in the CS it should be fixed imo. There's only two, so they'll just have to be reversed.
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Post by Tyrion »

A bunch of doors in Port Telvannis aren't connected to their interiors. Same thing in Gah Ouadaruhn.
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Post by Shaden »

I guess this goes here, objects in the world. Theres this Dwarven Junk Mace... well it's named Dwarven Hunk Mace. I can't be sure if it's an error or not, but I only assume it is so I'm just letting you know.
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Post by fanfas »

Hum... why can´t i make a tavern owner rent me a bed? Is this on purpose? I've tried in firewatch and Bal Oyra
MAP 3 -> Interiors
Map 3 -> Interior Fixing
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Post by Gez »

fanfas wrote:Hum... why can´t i make a tavern owner rent me a bed? Is this on purpose? I've tried in firewatch and Bal Oyra
You can sleep at the Silver Serpent (the seedy tavern ship in Firewatch, made long before Oblivion and its Bloated Float were released), but they do things differently there, since there are no rooms. Just ask Polanna the Khajiit.

As for the other inns, it's just a question of it not being implemented yet.
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Post by skittles »

------------
cell: firewatch palace, guard barracks
location: up a staircase, where the ladder is.
error: this is bleeding into ceiling
------------

i know i am not a reviewer (yet) because ludovic hasnt reviewed my application yet, he will get to it though. i trust him.

------------
cell: port telvannis
location: everywhere
error: missing animation note pop-up.
------------

------------
cell: none
location: none
error: when starting up the game, it has an error message saying "unable to find referanced object "TR_M1_MidavesFavelnim" in script TR_M1_NPC_Iveru"
------------

------------
cell: port telvannis
location: on a spiral ramp, where a house is, near the dres mount and dres guard on that platform
error: door does not lead anywhere
------------

i know this is a beta, and there are many errors, and i am not a reviewer (YET!!!) but thats it.

------------
cell(s): port telvannis, tel ouada
location: every city welcome sign
error: they failed to load the first time i played TR_map1
------------

------------
cell(s): firewatch, tel ouada, port telvannis
location: on every female
error: they all have vampire greetings such as "i smell blood, mortal" and such, and they all have vampire eyes. though i think this is caused by another mod.
------------

as for angelus6, if you have issues with another assosiate of TR i would PM a higher ranking member with administrative privelages.
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Post by Guest »

First of all this is fantastic work, it really does feel like a part fo Morrowind, not just an add-on, so I think you've managed what you set out to do. Unfortunately there are more errors than I was expecting as this little list is what I compiled from a wander down from Ald'Daedroth to Firewatch.

----------------
cell: Molagreahd Region 13,20
location: what appears to be the southern-most landing point east of Ald'Daedroth, with a lack of anything better the offending object is at: 107316.664, 171315.844, 1597.476
error: floating 'flora_emp_parasol_02', you need to look at it from the west to notice
----------------

----------------
cell: Molagreahd Region 14,19
location: literally just south of the last one: 116592.219, 162053.859, 1949.457
error: floating 'flora_tree_ac_03'
----------------

These might not be the only two floating mushrooms in that region, but they're the only ones I noticed.

----------------
cell: Firewatch Palace, Guild of Mages
location: the room with Evos Uvelen, Banviris and Gindaman.
error: large gap in the ceiling
----------------

----------------
cell: Firewatch Docks 16,15
location: the western-most pier
error: crates clipping
----------------

----------------
cell: Firewatch, The Silver Serpent
location: just behind Polanna to her left
error: floating bottle, possibly a remnant from a deleted table
----------------

----------------
cell: Firewatch 18,15
location: the segment of wall west of the western tower at the north gate
error: gap at the bottom of the wall
----------------

I haven't had any dialogue or animation errors yet, but I haven't been near the places people say they are, so maybe I will get to them later.

Good Luck :)
Guest

Post by Guest »

The bar and the bannister in the Queen's cutlass are too close together, you can't walk between them.
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Post by Gesshoku »

I know the gates at firewatch have been brought up, but only that they open the wrong way.

I got one to open the right way by some strange fluke, but when I closed it, it didn't close right, it went past the closing point quite a bit and left a gap.

I have a screeny if you want one
Sorry this wasn't in normal "error reporting format"


EDIT: Strange...what happened was I had saved by the gate, and when I loaded the gate off set its self, I figured because I had saved after activating the gate, then I saved with the gap in the gate and when I loaded it fixed it's self. another thing I noticed is the guard at the gate, when the gate opens it mows right through him, as if he isn't there, he should either be moved, or the gate needs not to go over him.
Last edited by Gesshoku on Mon Sep 25, 2006 3:21 pm, edited 1 time in total.
abot

more script debug report

Post by abot »

scripts
TR_m1_FW_gateI1_bar_up,
TR_m1_FW_gateI2_bar_up,
TR_m1_FW_gateN_bar_up,
TR_m1_FW_gateN_bar_up,
TR_m1_FW_gateS_bar_up

are missing a short state variable declaration, I.E.

Code: Select all

TR_m1_FW_gateI1_bar_up
; controls the bar near the wall

short state ; <--- this was missing
if ( TR_m1_FW_gateI1_bar_01 -> GetDisabled == 1 )	;checks if the bar on the gate is disabled
	 enable														;enables the bar near the wall
	set state to 1												;sets the bar state to "near the wall"
else
	disable														;disables the bar near the wall
	set state to 0												;sets the bar state to "on door"
endif
; ...
script TR_m1_SilverSerpentBedScript has a extra space typo "On activate"

Code: Select all

begin TR_m1_SilverSerpentBedScript

if ( MenuMode == 1 )
	return
endif

if ( GetDeadCount "TR_m1_Polanna" > 0 )
	; if ( On Activate == 1 ) ; <-- extra space 
	if ( OnActivate == 1 ) ; <--- correct
		MessageBox "It is probably not a good idea to sleep here after murdering Polanna." "Ok"
	endif
else
; ...
cheers!
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Post by Gesshoku »

I found another firewatch error.

I attacked a guard..because I can...and after I paid the gold all was well. Then I attacked an archer guard dude thingy, paid the gold, and the battle music returned to normal (good) but a fellow archer across the way didn't seem to think paying fines and compensastion was good enough so he continued shooting at me, after I took him out everything was fine though.
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Post by Morden »

Thanks for the scripting help abot. Its much appreciated :)
Guest

Post by Guest »

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cell: Firewatch, Towers
location: going between battlements just east of the palace
error: door not connected to outside, just swivels at the centre.
------------------

There was another part in the same cell where an entire wall was missing but I'm sorry I can't remember the exact location.
El Scumbago
Developer Emeritus
Posts: 1742
Joined: Sat Apr 09, 2005 4:01 pm
Location: Athens, Greece

Post by El Scumbago »

Sadas Plantation
----------------
Error: Some Telvanni Guards use bows as well as blunts. The problem is that they're pretty useless as archers.
Fix: Make a different ID for the Sadas Telvanni Guards, deactivate the automatic calculation of skills and increase the Marksman one.

Error: Not really an error, more of a disturbing feature; the howling sounds can pierce your ears after a while, they never stop.
Fix: Reduce them, I guess.


Bahrammu Surrounding Cells
---------------------------------
Problem: The area south and east of the Bahrammu Village is desperately empty, only rocky pillars as far as the eye can see.
Fix: The landscape is fine, all it needs is some boulders and small plants.



General Merhant Problem
-----------------------------
Problem: Most merchants throughout map1 are way too far behind their bars/tables. It's not much of a problem in exteriors, but it becomes pretty anoying when the PC has to jump over furniture, risking to get stuck between them and the ceiling, just to speak to the merchant.
Fix: Bring them closer.
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Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

El Scumbago wrote:Error: Not really an error, more of a disturbing feature; the howling sounds can pierce your ears after a while, they never stop.
Fix: Reduce them, I guess.
No way for that, it would imply redoing the animations. I'll say flat-out that I don't know how to do it, and I'm not interested in spending hours to learn it by myself.

As far as I know, we don't have any critter-modeler left, so nobody here has this knowledge.

So, what can be done? Only one thing, change the sounds. Right now, it uses the siltstrider howls. I hope that Orix will be able to fix the sounds for our new creatures, because they're all temporary placeholders done from free samples gathered from the net and edited with... sndrec32.exe. All that was done was merging sounds, slowing or accelerating them, adding echo, etc. I was happy not to have to improvise sucky sounds for the striders, but their animations feature howls too often to use the siltstrider sounds...

So I think all this can be summed up by: "Help me, Orix!!!"
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Morden
Developer Emeritus
Posts: 3207
Joined: Thu Oct 30, 2003 6:12 pm
Location: BC, Canada

Post by Morden »

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

Item: Big Molecrab Shell
Location: OoT Plugin.
Error: Missing Icon.
----------------------
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

Morden wrote:----------------------

Item: Big Molecrab Shell
Location: OoT Plugin.
Error: Missing Icon.
----------------------
Nuh-uh.
[url=http://img62.imageshack.us/img62/1333/nuhuhys9.png][img]http://img62.imageshack.us/img62/1333/nuhuhys9.th.png[/img][/url]
Again, I ask you, have you registered TR_Data.bsa?
skittles
Member
Posts: 145
Joined: Wed Aug 02, 2006 5:07 pm
Location: in that strange state between sleeping and waking
Contact:

Post by skittles »

------------
cell: gah sadrith
location:
error: door doesnt teleport
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cell: gah sadrith
location: right next to the door above
error: ex_t_platform_01 bleeds into ex_t_tower_strght_lrg
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cell: gah sadrith, market
location: foyer, on both sides when you walk in
error: flora prevents you from going around the room
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cell: gah sadrith, market
location: near NPC "nilena othril" the wall nearest the stairs
error: clipping with wall (photo:
------------

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cell: gah sadrith, market
location: NPC milar yantus
error: collision with furn_de_chair_03 (photo:
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cell: gah sadrith
location: near NPC "gwynern"
error: stairs need to be raised, cant walk up
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cell: gah sadrith
location: on the wetstone tavern door
error: ex_t_root_hook collides with door
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cell: gah sadrith
location: near wetstone tavern (photo:
error: no link with door
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cell: gah sadrith
location: (photo:
error: door teleport
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cell: firewatch
location: door on beleth's house
error: dual doors. they flicker (photo:
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cell: firewatch library, first floor
location: on first shelf to the left
error: book "a noble's best tricks" bleeds though the bookshelf
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cell: firewatch library, first floor
location: 2nd bookshelf to right
error: book "legions of the dead" bleeds through shelf
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cell: firewatch library, 2nd floor
location: on table
error: gold on table doesnt have ownership
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cell: firewatch
location: every gate
error: turns through wall
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cell: firrewatch
location: bottom window on lighthouse outside duchess' chambers (photo:
error: tower pieces not centered
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cell: firewatch
location: on roof of towers
error: double ex tapestries (photo:
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cell: firewatch, audience chamber
location: in Ainssa's room
error: rug is too high and door to low (photo:
------------

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cell: firewatch
location: (photo:
error: door too high
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high score. ha.

all the pics will be entered shortly.
confetti! **#@%*^%$@#^*
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