[Morrowind] World Error Reporting

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Tyrion
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Post by Tyrion »

These errors are concerning the new v.957 of map1.

Where to begin... ok, first; is there a new version of TR_Data.bsa that I dont have? I get the "could not find correct version of master file" error when I try loading the game. Then I get about a dozen missing object errors.

The next thing to report is this persisting multi-banner and multi-NPC error. It started with v.955 and it actually got worse when I loaded the new version. For some reason the gaurds and banners do not die. When I unclicked map1 in the data files menu they were still there, swimming around in the ocean. Long story short; I now have three gaurds for every one that should be in the game.

Thats about it, but this is just around Firewatch. I went to other towns and these errors were not there. I get a multiple banner error in Ranyon Ruhn, but nowhere else.

I know this error has to do with loading a new instance of something over and old instance. I usually go to Sadrith Mora, unclick the old version, load up the game with no map1 installed, save and exit, load up the game with the new version.
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Lud
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Post by Lud »

You will have to use a clean save (or at least mash your old save) when you switch to a a different version.
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Tyrion
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Post by Tyrion »

Ludovic wrote:You will have to use a clean save (or at least mash your old save) when you switch to a a different version.
As in a fresh game?
"Imagination and memory are but one thing which for diverse considerations have diverse names."

"How dare you question the colonnade!" - one of the Glorious Leaders

"Nemon + IKEA = creationism" - some guy

"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
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Lud
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Post by Lud »

Download Wrye Mash and clean your save, and see if it stops you from gettign doubling then ;)

Otherwise, yes.
(You can change the extension of the .ess file to .esp and clean out references to TR areas too, if you want)
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Tyrion
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Post by Tyrion »

In which case the only problems I have are the ones that deal with bsa issues.
"Imagination and memory are but one thing which for diverse considerations have diverse names."

"How dare you question the colonnade!" - one of the Glorious Leaders

"Nemon + IKEA = creationism" - some guy

"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
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Gez
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Post by Gez »

Yes, the master file was changed since; however it isn't the bsa but the esm. You shouldn't have had missing stuff error, except for the equipment of a few bandits and roamers (more leveled lists were made). There's no actual "new" resources, and most of the changes were corrections.

I haven't uploaded the new data esm, because I want to finish a few more things on it before. I hope to get it by next monday.
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Gez
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Post by Gez »

Tyrion wrote:[url=http://img222.imageshack.us/my.php?image=screenshot197rp7.png][img]http://img222.imageshack.us/img222/8341/screenshot197rp7.th.png[/img][/url]

Is this a joke?

I mean, its the size of a kitchen table!
Tada!

[url=http://img212.imageshack.us/my.php?image=screenshot4bc8.png][img]http://img212.imageshack.us/img212/5168/screenshot4bc8.th.png[/img][/url]
BCOProwler
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Post by BCOProwler »

One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "
".
Region 'Felsaad Coast Region' Weather Chances do not total 100 percent.
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "

".
Region 'Moesring Mountains Region' Weather Chances do not total 100 percent.
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "

".
Region 'Isinfier Plains Region' Weather Chances do not total 100 percent.
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "(".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "#".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "#".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "

".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "#

".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "".
Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Max size is 8, data truncated to "".

This is the errors I get when trying to load TR beta 1.0 on a fresh install of Morrowind, BM and Tribunal. Basically I get error message all along of the loading period and it crashes to desktop with the traditional Windows XP error reporting box that appears.

And I have no clue how to fix that. ;)
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Post by El Scumbago »

You'll have to re-install Tribunal and/or Bloodmoon. Or uninstall and reinstall the whole thing. The errors you posted are complications caused by wrong installation of the expansions.
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Post by BCOProwler »

Ah ok, thanks. :)
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Post by Stalker »

Gez wrote:
Tyrion wrote:[url=http://img222.imageshack.us/my.php?image=screenshot197rp7.png][img]http://img222.imageshack.us/img222/8341/screenshot197rp7.th.png[/img][/url]

Is this a joke?

I mean, its the size of a kitchen table!
Tada!

[url=http://img212.imageshack.us/my.php?image=screenshot4bc8.png][img]http://img212.imageshack.us/img212/5168/screenshot4bc8.th.png[/img][/url]
As I said those are Nordic tower bucklers :p
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Post by Guest »

That's not a buckler. That's still too big.

[url]http://en.wikipedia.org/wiki/Buckler[/url]


So either make is smaller or call it a Nordic Wooden Shield.
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Post by Theo »

This is perhaps not an error, but I do not like the solution of some of Firewatch towers interiors. For example the towers near palace have doors and corridor going just straigth through them yet in interior the entrances do not face each other directly.
I know tower mesh cannot be used in way the exterior hints, but I believe this is the worst interior solution possible as it strikes player into the eyes.
What I would suggest would be either altering exterior by moving the towers to the south of the wall and have just entrances from the norht, or make the interior of three separated floors connected with doortraps and ladders.
THEO
Anonymous

Post by Anonymous »

I have found these errors while exploring Firewatch.

--------------------------------------------------
Item: flora_tree_gl_07
Location: Firewatch, Bastion Hill (17,16) 144688 133019 3915
Error: "This tree stand atop another right next to the building."
--------------------------------------------------
Item:com_chest_02_mg_supply00000000
Location:Firewatch Palace, Guild of Mages 4389 3878 10325
Error:"When I take anything from the chest in the Firewatch guild of mages, I get reported as stealing them from it though I'm an Arch-Mage of the guild."
---------------------------------------------------

I get promptly attacked after the "theft" and after defending myself I don't get expelled from the guild. I even find some of the people I havent touched downstairs dead!?
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Gez
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Post by Gez »

Aildar wrote:Item:com_chest_02_mg_supply00000000
Location:Firewatch Palace, Guild of Mages 4389 3878 10325
Error:"When I take anything from the chest in the Firewatch guild of mages, I get reported as stealing them from it though I'm an Arch-Mage of the guild."
---------------------------------------------------

I get promptly attacked after the "theft" and after defending myself I don't get expelled from the guild. I even find some of the people I havent touched downstairs dead!?
That's because factions are different. The Vvardenfell Mages Guild is not the mainland Morrowind Mages Guild.

Factions are separated for a number of administrative reasons in-game (one common to all factions is the quarantine on Vvardenfell make it so that it's hard to communicate between Vvardenfell and the mainland, so the branches have been separated), and of metagame reasons out of game (there has been a lot of talk before that decision was taken).

We've usually made it so that they'll still acknowledge you as a peer, so you'll (usually) be able to access services that are guildmembers-only.
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Post by Akul »

After installing your mod, I played the "Gateway Hunting" quest in Vvardanfel. When I needed to give Ghost Free Papers and opened the dialogue and choose the topic, one of the options did not work (he repeated the question and again gave me the three same options). I think this did not happen before.
Don't look at me. I am mad!
Anonymous

Post by Anonymous »

Ok thanks for learing that up. :)
Eric Paradox

Post by Eric Paradox »

I'm at Ald Daedroth, and anytime I get near the new Telvanni landscape I get an animation error bringing up some sort of creature like a musk fly or crab or the like, and it says something to the effect of "this actor has no animation class!"

and then it crashes.

so I haven't gotten to explore the landscape at all thus far.
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Post by Theo »

Here is 'fix' of Firewatch tower interiors. At least I like it better this way, the most obvious mismatch between exits is removed (This was problem of walk-through spiral towers). Please take this version into consideration.
THEO
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Nihilus
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Post by Nihilus »

I'm testing Map 1 for you as well. It is quite fun.

I came across two errors, and a funny boat at the bottom of the sea, with a romance book.

Okay, here's the errors I got.

Near "Ald Daedroth", I think, the north island where the guy attacks you, on the southern part of the island underwater there is a gigantic crack and you can see what used to be there, or something like that. Can't really explain.

While i was exploring these new areas I happened to find a couple black things hovering in mid-air. Upon closer inspection, I found that they were moths. They do not move in any way. They just sit there floating.

The Census and Excise office at Firewatch is too easy to rob =).

I'll be back if I find more.
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Gez
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Post by Gez »

Akul wrote:After installing your mod, I played the "Gateway Hunting" quest in Vvardanfel. When I needed to give Ghost Free Papers and opened the dialogue and choose the topic, one of the options did not work (he repeated the question and again gave me the three same options). I think this did not happen before.
Very strange. I'll look into it.
Eric Paradox wrote:I'm at Ald Daedroth, and anytime I get near the new Telvanni landscape I get an animation error bringing up some sort of creature like a musk fly or crab or the like, and it says something to the effect of "this actor has no animation class!"

and then it crashes.

so I haven't gotten to explore the landscape at all thus far.
Have you registered the bsa?
Nihilus wrote:Near "Ald Daedroth", I think, the north island where the guy attacks you, on the southern part of the island underwater there is a gigantic crack and you can see what used to be there, or something like that. Can't really explain.
I keep patching up these seems, and they keep reappearing. Kinda driving me mad.
Nihilus wrote:While i was exploring these new areas I happened to find a couple black things hovering in mid-air. Upon closer inspection, I found that they were moths. They do not move in any way. They just sit there floating.
That's an AI problem (they should have an AI wander setting, but they have nothing) combined to a texture problem (apparently, at one time, a lot of TGA textures were batch-converted to a DDS format that did not support mipmaps). It's fixed in the next version of the Data file, and is not an issue with the Map1 file.
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Post by CleverClothe »

--------------------------------------------------
Item: flora_stoneflower_01 (5 of them)
Location: (23,15) 196167 127017 1237
Error: These 5 stoneflowers float in the middle of the path. The path could also use smoothing.
--------------------------------------------------
Item: flora_stoneflower_01 (3 of them)
Location: (23,15) 194992 130082 1288
Error: These 3 stoneflowers float in the middle of the path. The path could also use smoothing.
--------------------------------------------------
Item: terrain_rock_wg_XX (10 of them)
Location: (24,14) 203219 117864 569
Error: There are 10 rocks below the terrain and not visible. These should be removed and not moved above the terrain, so that they will not interfere with the main quest.
Pic: http://cleverclothe.googlepages.com/error_rocks.JPG
--------------------------------------------------
Whiteman

Map1 Errors NPCs

Post by Whiteman »

This is one that everyone has tiptoed around.. When first loading.. You get the warning text, Unable to find referenced object "TR_M1_Midaves Favelnim" in script "TR_M1_Iveru. COC Ashamul 30,14 Two felmale NPCs Madaves and Iveru Favelnim, in the Ashamul Favelnim Cave Dwelling.. For this I think the script in question is to be linked to the Rumors, Advice and Secrets local to the Ashmul cave area.. Maybe it's not!! Could there be missing an NPC in the Ashmul Vandal Cave.. Either the NPC or script!! NPC - Vandal not there he is in the Ashamul, Cave Hall..
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Post by CleverClothe »

Midaves' name was probably changed, but the script not updated (I know that there were a lot of duplicate NPCs and NPCs that were renamed shortly before the beta was released).

Thanks for your help.
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Post by red_dragon2006 »

How do i fix "animation group" problem, it seems to be impossible to click yes, it keeps flashing.
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Re: Map1 Errors NPCs

Post by Guest »

Whiteman wrote:This is one that everyone has tiptoed around.. When first loading.. You get the warning text, Unable to find referenced object "TR_M1_Midaves Favelnim" in script "TR_M1_Iveru. COC Ashamul 30,14 Two felmale NPCs Madaves and Iveru Favelnim, in the Ashamul Favelnim Cave Dwelling.. For this I think the script in question is to be linked to the Rumors, Advice and Secrets local to the Ashmul cave area.. Maybe it's not!! Could there be missing an NPC in the Ashmul Vandal Cave.. Either the NPC or script!! NPC - Vandal not there he is in the Ashamul, Cave Hall..
Sorry the Name Madaves was an typeo it's was Midaves Favelnim "but" still these some-missing script or object not there, maybe tried to the third party NPC or that Quest..
Whiteman

Slow-moving creatures

Post by Whiteman »

In very random areas some of the TR deseaes creatures move as in slow motion. exp. Nix-Hounds,, The most noticable the Bonewalkers Plaguebearers, that are found within the Aranyon Pass.. And thanks alot the Astral Vapors are wicked, takes away all your player's magicka.. Also.. ERROR warning text.. Expression Error: SYNTAX in TR_m1_NPC_Outlaw set expression returned an error.. There is an script TR_m1_NPC_Outlaw For these errors Iam thinking there needs to be either an highway-thief bandit nearby.. You get this error nearby the three vine-brighes of Ranyon-ruhn and Tel Aranyon.. I had this same error along the higher traverel distances between Firewatch and Bal Oyra..
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Post by Nanu »

I think it's a bug in the game, not our mod. To be honest, I thought you were a spam bot due to the strange sentence structure. :(
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Post by CleverClothe »

Hey, if the spambots want to report errors, I say let them. :P
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Post by Ilidur »

I get the same errors(outlaw and the Midaves) and the Lighthouse door(exterior) in the Boemian(or what you'ma call it, the mountains where that full of plaguebearer pass is) Mountains flickers.
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Post by Haplo »

Boethian Mountains?
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Post by Ilidur »

Yes.
Ok I played a little more and found some problems in and near Gah Oadaruhn.
The lower platforms(that sit on the water) have water coming over them (when the waves rise), some of the doors don't work, especially the entrance in the city one and there was a tree that was semi-floating, but i don't know how to turn on object info.
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Post by El Scumbago »

Errors:
Port Telvannis-Bookseller Gavos something. The door marker that leads from the interior to the exterior has been placed a few feet lower from where the door actually ease.
Fix: Move the marker upwards until it meets the door.

Bal Oyra-Tavern. When using the staircase to go to the lower floor, you can see the wooden column caspering (one of its branches to be precise. I tried moving the column around but it's a bit impossible to correct this. Better delete the column.
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Gez
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Post by Gez »

El Scumbago wrote:Bal Oyra-Tavern. When using the staircase to go to the lower floor, you can see the wooden column caspering (one of its branches to be precise. I tried moving the column around but it's a bit impossible to correct this. Better delete the column.
It's a problem with the original mesh, and you can find it in several "Bethesdan" ints. (Any where the common tileset's stairs are used, for example Ghorak Manor at Caldera.) They're not as perfectionnist as we are. (And it hasn't changed in Oblivion, as anyone who bought the Chorrol house can attest.)

You can't delete the column, it would remove a little caspering and replace it with a huge one.
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Post by Thrignar Fraxix »

*ominous music plays*

ITEM:light_logpile10
Cell: Firewatch Palace, Kitchens
Coords: 3828, 4325, 10714
Error: "The flame bleeds through the top of the pot, FIX: Resize"
-----------------------------------------------------------------------------------
Item: TR_furn_banner_FW_01
Cell: Firewatch Palace, Guild of Mages
Coords: 4757, 4223, 10380
Error: "Bleeds into view a little bit on the lower level"
-----------------------------------------------------------------------------------
Item: TR_ex_shed_GB
Cell: Firewatch (17,15)
Coords: 142400, 126280, 304
Comment: "Yeah... this is a shed... you just keep thinking that..."
Seriously: Remove
-----------------------------------------------------------------------------------
Item: ex_imp_wallent_01
Cell: Firewatch (17,15)
Coords: 142400, 124640, 104
Error: "Slight overlap with the nearby piece"
-----------------------------------------------------------------------------------
Item: furn_imp_flag_01_indoor
Cell: Firewatch, Census and Excise Offices
Coords: 384, 63, -320
Error: "whatever this thing is (I didn't click on a flag) it is making it so I can't select the stuff on this table"
-----------------------------------------------------------------------------------
Item: ex_imp_arrowslit_01
Cell: Firewatch (17,15)
Coords: 143280, 124896, 640
Error: "what is this doing here, also it is bleeding and caspering"
-----------------------------------------------------------------------------------
Item: ex_imp_arrowslit_01
Cell: Firewatch (17,15)
Coords: 143280, 124448, 640
Error: "and another arrowslit thing bleeding and caspering"
-----------------------------------------------------------------------------------
Item: in_de_ship_cabindoor
Cell: Firewatch, The Silver Serpent: Private Area
Coords: 4284, 3686, 14800
Error: "this door is locked on the inside onlyâ€Â￾
-----------------------------------------------------------------------------------
Item: TR_ex_Com_2RoofE45_01B
Cell: Firewatch (17,15)
Coords: 141456, 127128, 2768
Error: "the rug outside the uppermost balcony on the duchesses tower bleeds into the ground"
-----------------------------------------------------------------------------------
Item: in_impsmall_spiral_01
Cell: Firewatch, Towers
Coords: -896, 2816, 12928
Error: "One of the Towers is missing a wall section, leaving a gaping hole to the void"
-----------------------------------------------------------------------------------
Item: TR_m1_Hermalian00000000
Cell: Firewatch Palace, Guild of Mages
Coords: 4668, 4080, 10306
Error: "Hermalian has no selling inventory, and no barter gold"
-----------------------------------------------------------------------------------
Item: TR_ex_imp_wall_arch_04
Cell: Firewatch (17,15)
Coords: 144524, 126464, 800
Error: "The Southern large gate arch thing is just a little bit out of place (I see small dots of the other side)"
-----------------------------------------------------------------------------------
Item: TR_furn_Bath_DG
Cell: Firewatch, The Queen's Cutlass
Coords: 5280, 4764, 14720
Error: "um, the baths allow for a bit of Jesus action (the water is solid and can have things placed on it)"
-----------------------------------------------------------------------------------
Item: bk_OverviewOfGodsAndWorship
Cell: Firewatch Library, Lecture Hall
Coords: 4824, 4518, 61
Error: "Overview on gods and worship floats"
-----------------------------------------------------------------------------------
Item: TR_m1_Falcius Sosia00000000
Cell: Firewatch, Hill Bastion
Coords: 1528, -879, 261
Comment/Question: "The guards refer to the imperial legion as *Imperial Legion. Is there a better way to seperate the factions?"
-----------------------------------------------------------------------------------
Item: flora_tree_gl_07
Cell: Molagreahd Region (16,17)
Coords: 136116, 144199, 2956
Error: "There is an odd bit of landscaping near this tree"
-----------------------------------------------------------------------------------
Item: Terrain_rocks_GL_01
Cell: Molagreahd Region (16,17)
Coords: 132852, 140431, 3251
Error: "THis rock caspers"
-----------------------------------------------------------------------------------
Item: dreugh00000253
Cell: Molagreahd Region (12,21)
Coords: 105786, 177554, 2686
Error:"There is a dreugh sticking in the ground"
-----------------------------------------------------------------------------------
Item: One of the New Combat Music Pieces
Cell: N/A
Coords: N/A
Comment "I just got a bit of combat music that I found quite unfitting. It started off heavy on the cymbols, I didn't hear the rest"
-----------------------------------------------------------------------------------
Item: TR_furn_pole_support_01
Cell: Molagreahd Region (21,19)
Coords: 172984, 159288, 912
Error: "This randomly placed support pole (nbear the eggmine) floats majorly"
-----------------------------------------------------------------------------------
Item:TR_kagouti_r00000006
Cell: Molagreahd Region (20,21)
Coords: 165632, 172550, 67
Comment: "I just got attacked by 4 Kagoutis, this is a bit much for a random encounter IMO"
-----------------------------------------------------------------------------------
Item: TR_m1_Maryn_Obert00000000
Cell: Manrizache, Nuzunch Hall
Coords: 1567, 3224, 16280
Comment: "This guy was still rising to the surface when I came in, maybe he should die closer to the top?"
-----------------------------------------------------------------------------------
Item: TR_kagouti_r00000009
Cell: Boethian Mountains Region (24,9)
Coords: 203929, 78280, 289
Comment: "8 Kagoutis in a single area, I think this is a bit much"
-----------------------------------------------------------------------------------
Item: furn_de_cushion_square_03
Cell: Ranyon-ruhn, Arthal Eindari's House
Coords: 3939, 3491, 14886
Comment/Suggestion: "OMFG! A SOFA! SOMONE MADE A SOFA! (This should be removed however clever it may be)"
-----------------------------------------------------------------------------------
Item: flora_tree_wg_07
Cell: Boethian Mountains Region (30,15)
Coords: 246723, 130153, 1500
Error: "The tree in front of the door to Midanneene is floating"
-----------------------------------------------------------------------------------
Item: TR_m1_vermai_Rilvin00000000
Cell: Port Telvannis, Tel Thenim: Grandmaster's Chamber
Coords: 3096, 5199, 14766
Error: "The Vermai are stuck in the wall"
-----------------------------------------------------------------------------------
Item: TR_Ingred_Amethyst
Cell: Port Telvannis, Telvanni Council House: Vaults
Coords: 12142, 2326, 24317
Error: "a few of the precious stones in the telvanni vaults float"

EDIT: I also forgot my frequent CTD with the error message:
TES3Stream Warning: Model "Meshes\TR\f\TR_Act_sign_C_baker_01.nif" tex not found "TR_sign_baker.tga"!
Texture Load Error!: TR_sign_baker.tga
TES3Stream Warning: Model "Meshes\tr\f\TR_Act_sign_C_baker_03.nif" tex not found "TR_sign_baker.tga"!

*Jarring Chord as all goes silent*
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Gesshoku
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Post by Gesshoku »

Most of what I had was covered but,

The big gate sound effect for firewatch still needs to have the script changed. Instead of playsound it needs to be playsound3D.

Reason being is playsound3D for one is a lot less intrusive volume wise, plus it plays the sound in surround. Most every sound script uses playsound3D: The silt strider, Voice effects, etc. They only time playsound is used is when you enter a room or building, IE the door opening effect.

I did state this as an error for the last release and really does need to be fixed.
--Dave
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Gez
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Post by Gez »

The plague of last minute error made me slave away and work on a fix. You can get it [url=http://www.tessource.net/files/author.php?id=260865]there[/url], it's the TR Map1 patch. Use this ESM from now on.

Thrignar, for your missing texture problem, also download the Tamriel Rebuilt Data Files and Resources.
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Gez
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Post by Gez »


Last edited by Gez on Wed Jan 03, 2007 4:48 am, edited 1 time in total.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

I have the current data files
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
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Gez
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Post by Gez »

Thrignar Fraxix wrote:I have the current data files
[img]http://media.urbandictionary.com/image/large/nowai-42443.jpg[/img]

I just took my Data Files\Textures and Meshes folders; and moved them out of Morrowind's reach.

Then I launched Morrowind, teleported to Bal Oyra and Firewatch, and the signs were displayed correctly, no CTD, full texture.

So, download the basic (or deluxe if you want) package found [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=202314#202314]here[/url] and tell me if you still get these bugs, because you absolutely definitely positively SHOULDN'T get them if you have the current resources.
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