[Morrowind] World Error Reporting

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Gez
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Post by Gez »

Gez wrote: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.[/u][/i][/b]
OK. Things like "Gah Sadrith, door doesn't teleport" are not helpful. Why not "Port Telvannis, railing floats" or "Molagreahd Region, there's a rock hidden beneath the ground"?
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Post by Gesshoku »

After playing the game for a few mintues I get an error "TR_m1_NPC_outlaw" saying that the script syntax was wrong.

Also, the "common strider" needs to have it's animation loop reconfigured. Every time it loops it re-plays the Siltstrider sound effect, so I suggest perhaps creating a longer loop, which will only call the effect every some odd frames, instead of every 2 seconds.
--Dave
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Post by Guest »

------------
cell: Port Telvannis
location: Top of one of the towers
error: Door doesn't teleport to an interior.
------------
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Morden
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Post by Morden »

Again, I ask you, have you registered TR_Data.bsa?

Yes, as a matter of fact I have. It just so happens that I had that error report on my computer from before I change my .ini file.
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Post by Sapphron »

----------------------
Item: TR_de_commond_hood
Location: OoT Plugin.
Error: Body part mesh doesn't seem to work. It can be placed, which means the mesh is found, but nothing shows up.
----------------------

----------------------
Item: TR_w_cook_cleaver
Location: OoT Plugin.
Error: I forget what this is called (I think it is called a bounding box error), but when placed, it moves. Something to do with the mesh.
----------------------

----------------------
Item: TR_w_imp_bsword_brk
Location: OoT Plugin.
Error: Same as above.
----------------------

----------------------
Item: TR_w_imp_ssword_brk
Location: OoT Plugin.
Error: Same as above.
----------------------

I don't know if this was intended or not, but all of the TR bonemold armor is named with the prefix "Native," when in the original game, only the bonemold helms have the prefix "Native."
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Post by skittles »

----------
cell: none
location: TR_OoT_plugin
error: TR_daedric_fang has clipping issues with stab attack
----------
confetti! **#@%*^%$@#^*
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Post by huorpalantir »

----------------------
Cell: Bal Oyra
Location: Docks (while traveling to Tel Ouada)
Error: Unable to find referenced object "TR_M1_Midaves Favelnim" in script TR_m1_NPC_Iveru.
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.
----------------------
Anonymous

Post by Anonymous »

Hello All.
Sorry my first post here is with a problem....

9/26/2006 (23:33) TR_Map1.esp 9/22/2006 (19:29) malcolm ex_cave_door_01 Molagreahd Region (22,8) 186211 68089 1613 "floating door"
at the Cirtiritashpi cave.
There is also a friendly dolphin just inside the door. I can upload a pic if necessary.


Congratulations, by the way. A Highly Impressive mod.
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Floating Tree

Post by Gesshoku »

I was in the molagread region, north of firewatch and ran into a floating tree.
If there is any question I will try and get the exact coordinates.


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EDIT: flora_emp_parasol_02 Molagreahd Region (13,20) 107317 171316 1597 "Floating Tree"
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Post by Morden »

Can we create an error reporting format that is beta-note friendly?


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

Item: flora_wickwheat_03
Location: Ashamul (30,14) 252689 116070 963
Error: "floating near the base of a tree"
-------------------------------------------

Item: terrain_rock_gl_07
Location: Boethian Mountains Region (29,9) 244732 80235 1364
Error: "floating rock at the crest of the river bank"
-------------------------------------------

Item: ex_cave_door_01
Location: Molagreahd Region (22,8) 186211 68089 1613
Error: "Door floating on the side of a hill without any cave entrance mesh"
---------------------------------------
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Post by Nomadic1 »

The Beta comment thingy didn't work for me, I'll fiddle with it later to try and see what I did wrong.

Anyway:

----------
cell: Telvanni Isles region, exterior
location: The Halaram camp interiors
error: The doors to the yurts are misaligned
----------

----------
cell: Tel Ouada Guar Farm
error: Interiors are unlinked
----------

----------
cell: Gah Sadrith
error: Interiors are unlinked
----------


----------
cell: Ashamul, exterior
location: past the sign post, away from Ashamul
error: Floating wickwheat
----------
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Gez
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Post by Gez »

Model error
------------------------------
Mesh: Swamp Troll
Error: Improperly textured
Report: [url=http://www.elderscrolls.com/forums/index.php?showtopic=564198&st=173]here[/url]
------------------------------
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Post by Guest »

Cell: Firewatch (several)
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.

[url]http://img174.imageshack.us/my.php?image=screenshot2rs7.jpg[/url]
Meh, imageshack stopped working.
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Post by Mountanious »

Anonymous wrote:Cell: Firewatch (several)
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.

[url]http://img174.imageshack.us/my.php?image=screenshot2rs7.jpg[/url]
Meh, imageshack stopped working.
Fixed
Last edited by Mountanious on Fri Sep 29, 2006 1:29 pm, edited 1 time in total.
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Post by huorpalantir »

----------------------
Cell: Irenam Manor, Port Telvannis
Location: On the wall
Error: There's some dark spot on the wall.
[url]http://img181.imageshack.us/img181/765/screenshot1ti7.jpg[/url]
---------------------- [/url]
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Post by Andres Indoril »

Cell: Firewatch, Howling Noose, Basement
Location: 4039 4144 72
Error: light_com_candle_07 is bleeding to the crate below it.

*****

Cell: Gah Ouadaruhn, Bal Gernak's Manor
Location: The pass to the left while entering from the exterior.
Error: There seems to be a little hole in the floor. It seemed to be vertical.
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Post by Stalker »

Swampspider has no anims thus makes the game to crush. Remove from the game.
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Post by Stalker »

Cell: BO
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
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Post by Guest »

Bal Oyra Jana Livia : Trader fist floor.
Two tapestries on the wall flicker between two textures.
Cencus and Excise office: Harminia Flavius has her thighs missing.

Great Mod!!
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Post by Gez »

Stalker wrote:Swampspider has no anims thus makes the game to crush. Remove from the game.
Stalker wrote:Cell: BO
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
You're not using the data files shipped with the public release. The swamp spider IS removed, the bakery signs HAVE their meshes.

Uncheck any old TR_OoT_Main and TR_EoT file that may be active, register your .bsa file, and both problems should disappear.
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Post by Not Quite Dead »

----------------------
Cell: Firewatch, the Queen's Cutlass
Error: The passage between the bar and the stairs' fence is too narrow to allow the player to go past.
----------------------

----------------------
Cell: Firewatch, Hill Bastion
Location: in Tania's Phiencel's bedroom, on the shelf to the right, when entering the bedroom.
Error: The bookend to the left of the shelf is slightly floating above.
----------------------

Well, no one seemed to report anything about the spelling of books and letters... I'm not a English-speaker, so I might be wrong, but I spotted some misprints...

----------------------
Item: TR_m1_bk_lettertolavidia
---
§ starting with: "With all the"
Misprint: 'saftey' instead of 'safety'
Misprint: 'espically' instead of 'especially'
---
§ starting with: "I hope for"
Misprint: 'saftey' instead of 'safety' (again)
----------------------
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Post by Stalker »

Gez wrote:
Stalker wrote:Swampspider has no anims thus makes the game to crush. Remove from the game.
Stalker wrote:Cell: BO
Error: Bakery sign is missing the mesh (same goes for Beleth's Bakery in FW and I clearly remember having those in OoT. Map 1 didn't have a single Exclamation Mark of Doom)
Error: (see the attachment)
You're not using the data files shipped with the public release. The swamp spider IS removed, the bakery signs HAVE their meshes.

Uncheck any old TR_OoT_Main and TR_EoT file that may be active, register your .bsa file, and both problems should disappear.
I have BSA from OoT browser. Really guys where have you learnt to organize stuff ? No offense, but I want to keep as far away as possible from that place. Why browser doesn't have the latest BSA ? If it does, why there were no notices about updates ?
I may sound outright hostile or dunno how else but my only concern is transparency in getting the latest version of stuff. And what I currently see is some shady swap of double links and 15 places to get not-so-up-to-date-stuff.
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Post by Andres Indoril »

The dwarven staves are set as spears though they should be blunt weapons.
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Post by Stalker »

Andres Indoril wrote:The dwarven staves are set as spears though they should be blunt weapons.
They are sharper than your average blunt weapon.
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Post by El Scumbago »

So they must be renamed. Staves are blunt weapons, that's a given in Morrowind. Or just changed from spear to blunt.
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Post by Stalker »

Well, it is a staff. Pointy staff :) Anyway I don't disagree on any particular point.
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Post by Lud »

If it's called stave, it should be blunt. So either change the name to short spear or similar, or change the type to blunt.
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Post by Stalker »

I'm not OoT lead anymore so I guess it's your job :) And it is definatly a staff.
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Post by Gez »

Okay, I'll rename them to "Dwemer Pointy Staff" if you insist! :P
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Post by Andres Indoril »

It should be a blunt weapon.
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Post by Gez »

Fine. Dwemer Bluntish Pointy Staff.

I'll end up making it a crossbow! :P
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Post by Stalker »

Stuff, not staff. To make it spicier :p
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Post by Gez »

Progress thus far:
Swiftoak Woodwarrior wrote:Cell: Firewatch
Location: Firewatch Castle
Error: Gates open the wrong way :P
Hopefully fixed thanks to Abot's script corrections.
fanfas wrote: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
Fixed.
Swiftoak Woodwarrior wrote:Cell: Gah Sadrith
Location: Everywhere
Error: ALOT of the doors are not linked to their appropriate interior cells.
Imprecise report, not fixed.
Nomadic wrote:Cell: Firewatch, exterior
Location: Beleth's Bakery
Error: There are two doors overlaid
Fixed
Nomadic wrote:Cell: Firewatch, exterior
Location: All of the gates
Error: 'Nuff said
Fixed
Nomadic wrote: Cell: Ranyon Ruhn, exterior
Location: The entire city
Error: The doors are misaligned. Tweak their position and increase their size slightly
Fixed
Nomadic wrote: 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
Fixed
Nomadic wrote: Cell: Sarvanni Molecrab Farm, exterior
Location: Next to the above dodgy road landscaping
Error: Floating rock
Fixed

Other errors from same post: not fixed yet.
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
Fixed
Nomadic wrote: Cell: Port Telvannis
Location: The slave trading area
Error: The Dres noble says "Resadyn" instead of "Resdayn"
Fixed
Nomadic 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?
Fixed
Ayadjad wrote: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
Fixed
Massalinie wrote: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.
Fixed
Tyrion wrote:A bunch of doors in Port Telvannis aren't connected to their interiors. Same thing in Gah Ouadaruhn.
Imprecise. Not fixed.
skittles wrote: cell: firewatch palace, guard barracks
location: up a staircase, where the ladder is.
error: this is bleeding into ceiling
Fixed.
skittles wrote: 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"
Already reported. Fixed.
Anonymous wrote: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
Fixed. Thanks for putting ID and coordinates in your report.
Anonymous wrote: 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'
Fixed.
Anonymous wrote: cell: Firewatch Palace, Guild of Mages
location: the room with Evos Uvelen, Banviris and Gindaman.
error: large gap in the ceiling
Fixed.
Anonymous wrote: cell: Firewatch Docks 16,15
location: the western-most pier
error: crates clipping
Fixed.
Anonymous wrote: cell: Firewatch, The Silver Serpent
location: just behind Polanna to her left
error: floating bottle, possibly a remnant from a deleted table
Fixed.
Anonymous wrote: 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
Fixed.
gesshoku wrote:After playing the game for a few mintues I get an error "TR_m1_NPC_outlaw" saying that the script syntax was wrong.
Fixed
the_boy wrote: 9/26/2006 (23:33) TR_Map1.esp 9/22/2006 (19:29) malcolm ex_cave_door_01 Molagreahd Region (22,8) 186211 68089 1613 "floating door"
at the Cirtiritashpi cave.
Fixed. As for your dolphin, it probably comes from a mod, there are no dolphins in TR.
gesshoku wrote:EDIT: flora_emp_parasol_02 Molagreahd Region (13,20) 107317 171316 1597 "Floating Tree"
Fixed.
Morden wrote:Can we create an error reporting format that is beta-note friendly?


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

Item: flora_wickwheat_03
Location: Ashamul (30,14) 252689 116070 963
Error: "floating near the base of a tree"
-------------------------------------------

Item: terrain_rock_gl_07
Location: Boethian Mountains Region (29,9) 244732 80235 1364
Error: "floating rock at the crest of the river bank"
-------------------------------------------

Item: ex_cave_door_01
Location: Molagreahd Region (22,8) 186211 68089 1613
Error: "Door floating on the side of a hill without any cave entrance mesh"
---------------------------------------
All three fixed.
Nomadic1 wrote:cell: Telvanni Isles region, exterior
location: The Halaram camp interiors
error: The doors to the yurts are misaligned
No they aren't. Didn't find anything wrong. Moving them around creates problems.
Nomadic1 wrote: cell: Tel Ouada Guar Farm
error: Interiors are unlinked
Fixed
Nomadic1 wrote: cell: Gah Sadrith
error: Interiors are unlinked
Not fixed.
Nomadic1 wrote: cell: Ashamul, exterior
location: past the sign post, away from Ashamul
error: Floating wickwheat
Fixed.
Anonymous wrote:Cell: Firewatch (several)
Location: see above
Error: Some houses/wells arent suspended enough into the ground thus creating large door, erhm, knocks.. See pics for illustration. In addition to looking weird, it's also unprecedented in morrowind.
Fixed.
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Post by Mountanious »

Cell/location: Boethian Mountains Region (29,8) 239299 65904 992
Error:"guar floating in mid air"
---

Cell/loc: Ranyon-ruhn (27,12) 222434 102508 1043
Error: "no interior link"
---

Boethian Mountains Region (29,13) 238304 113872 736

Error: The door jamb makes the door hard to reach due to the way it's placed. It's possible to reach but only if you use jump.
------

Gah Sadrith (42,13) 345480 112636 964

Error: "not covering wholly" It might be hard to notice, but the telvanni door isnt covering it's whole jamp, on the left (left from when you enter) side there's a little hole you can see trough.
-----

Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"


--
Cell:Firewatch Palace, Guard Barracks 3842 3307 12899
Error:"the door in the trap door is bleeding"
---

Cell:Boethian Mountains Region (33,9) 276072 78124 1464 Error:"floater"

---
Cell: Firewatch (17,15) 141376 128976 4736
Error: The light of the lighthouse itself need to be shrunk a tiny bit so you can actually walk around it
--

Cell: Firewatch (17,15) 143867 125124 487
Comment:" the storage, while not extradanarily rich, should probably be locked or guarded - just add some lock for realism"
----

Firewatch Library, First Floor 3360 3744 896
Eror:"the stairs are called firewatch library, first floor while they add stairs to several floors. I propose Firewatch Library, Stairs and move them to their own interior space."
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Post by Andres Indoril »

Moutanious wrote:Cell/location: Boethian Mountains Region (29,8) 239299 65904 992
Error:"guar floating in mid air"
Creatures have their own weird way of gravity, so they can't be floating-floating, they can look as though as they would be floating though.
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Post by Gesshoku »

I like this error...made me laugh :)

----------
cell: Molagreahd Region (13,21)
location: 109426, 178238, 3578
error: Slaughterfish in the middle of the land, no water near by at all. Perhaps he is a walking land fish....?
----------
--Dave
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Post by Stalker »

Moutanious wrote: Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"
You do realize that Firewatch exterior cells has the biggest amount of references among all Map 1 exts and even more than some of the ints, right ? Adding more details would cause bigger lags.
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Post by Mountanious »

Stalker wrote:
Moutanious wrote: Cell: Firewatch (17,15) 143867 125124 487
Error:"Firewatch Dock/Keep could use more detail in the exterior - have the occasional crate flowing around"
You do realize that Firewatch exterior cells has the biggest amount of references among all Map 1 exts and even more than some of the ints, right ? Adding more details would cause bigger lags.
No, it wasnt apparent when I walked it trough. However if that's the case, then maybe it could be applied more cleverly, perhaps take a few crates from the neat pile and spread them out over the whole courtyard.
Last edited by Mountanious on Fri Sep 29, 2006 7:38 pm, edited 1 time in total.
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Post by Stalker »

I suppose there should be just more NPCs running around. 1 or 2 dockers.
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Post by Tyrion »

really get that bustling urban feeling down
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