TR_Data Error Reporting
Moderators: Haplo, Lead Developers
I think that he might be Darnel, or however his name is spelled, the captain of the guard. The NPC maker might have wanted him to be larger than most Redguards but ended up overdoing it. (And I mean really overdoing it. The closest explanation I could imagine would be if his father was an Altmer and he inherited the height, but he actually looks bigger than any normal Altmer...)
Cell: Tel Oren, Tower
In the upper level of the tower, there's a Levitate potion hidden among some crystals in a dead end. Not sure if it's a testing holdout, or if it's intentional, but it does seem to me like a reclusive mage wouldn't want just anyone to be able to grab a potion she's got lying around and come visit her.
Also, in a lot of of the interiors of the Firewatch fort, I see statics that appear to be weapon lockers? That, or doors to arrow slits. There are a lot in the main tower that are positioned where arrow slits should be, but also a lot of them where slits couldn't be (like in the Imperial Chapel). I guess I'm just curious what they are, since that many weapon lockers would seem to be superfluous. (And if they are lockers, they should probably be container items.)
In the upper level of the tower, there's a Levitate potion hidden among some crystals in a dead end. Not sure if it's a testing holdout, or if it's intentional, but it does seem to me like a reclusive mage wouldn't want just anyone to be able to grab a potion she's got lying around and come visit her.
Also, in a lot of of the interiors of the Firewatch fort, I see statics that appear to be weapon lockers? That, or doors to arrow slits. There are a lot in the main tower that are positioned where arrow slits should be, but also a lot of them where slits couldn't be (like in the Imperial Chapel). I guess I'm just curious what they are, since that many weapon lockers would seem to be superfluous. (And if they are lockers, they should probably be container items.)
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I do not know if this is a problem with just my installation, or a general one, as I have no real idea how BSAs are processed.
However, the TR_Data.bsa includes the file tx_imp_floor_01.dds, which seems to be the reason why my current texture replacer of choice no longer replaces that (see attached file).
Removing the dds file from the BSA has cured the problem, but I'd assume that this might show up with other files as well.
Tested with the BSA included in the release as well as the up-to-date download version (from 04/04/08).
However, the TR_Data.bsa includes the file tx_imp_floor_01.dds, which seems to be the reason why my current texture replacer of choice no longer replaces that (see attached file).
Removing the dds file from the BSA has cured the problem, but I'd assume that this might show up with other files as well.
Tested with the BSA included in the release as well as the up-to-date download version (from 04/04/08).
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This error has already been fixed, but was too late for the public release. For now, just raise up your intelligence a bit via the console. That will fix the issue.SnowflakePillow wrote:The Weight of Guilt can't be picked up in BETA 2
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
Firewatch objects
I am using the latest TR_Data (5/20) and have the following errors:
-Missing object TR_ex_longboatTF01 for reference during cell "Firewatch" load
-Missing object TR_ex_longboatTF02 for reference during cell "Firewatch Docks" load
-The gates no longer close on their own.
-The first gate entering Firewatch from the docks now opens outward (I thought it used to open inward)
-The second gate now opens outward. (towards the player standing in the fort area ready to enter city)
Very strange. Transport still works, to Bal Oyra and elsewhere, just no longboat...a ramp to nothing.
-Missing object TR_ex_longboatTF01 for reference during cell "Firewatch" load
-Missing object TR_ex_longboatTF02 for reference during cell "Firewatch Docks" load
-The gates no longer close on their own.
-The first gate entering Firewatch from the docks now opens outward (I thought it used to open inward)
-The second gate now opens outward. (towards the player standing in the fort area ready to enter city)
Very strange. Transport still works, to Bal Oyra and elsewhere, just no longboat...a ramp to nothing.
Oh yeah I took the TF out of the longboat names. I'll need to do a search and replace once Theo finishes his fixes. Or he can.
I don't know about the other stuff, it's not because of TR_Data.
I don't know about the other stuff, it's not because of TR_Data.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
I am "theoretically" (unable to post results due to lack of access to the claims section where these two are being worked on), already reported to Viking) testing q1-56 and did q1_72 first two IC quests, neither of which should affect the gates operation. Perhaps I am misremembering how they worked before, but I do know that they always closed on their own. The only other new load was the TR_data. (I am using the TR_Map1.esm from the 2.0 Beta with these.)
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dependencies
I checked for which files t0 use, I thought they might use the Map1 v0.24 esp but they list ~Map1.esm. Old version? would that affect gate operation?
I suppose that this thread is the closest to what I'm looking for... A few things:
Seam alert! [url=http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=MGEScreenshot15.jpg]1[/url],[url=http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=MGEScreenshot18.jpg]2[/url]
Also a slightly floating rock:
[url=http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=MGEScreenshot16.jpg]1[/url].
And one more thing: The teleport marker outside for leaving the clothier shop in Port Telvannis needs to be raised a little, the player gets stuck when he leaves the shop.
I'll tell you guys if I find anything else.
Seam alert! [url=http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=MGEScreenshot15.jpg]1[/url],[url=http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=MGEScreenshot18.jpg]2[/url]
Also a slightly floating rock:
[url=http://s18.photobucket.com/albums/b120/iamerik/?action=view¤t=MGEScreenshot16.jpg]1[/url].
And one more thing: The teleport marker outside for leaving the clothier shop in Port Telvannis needs to be raised a little, the player gets stuck when he leaves the shop.
I'll tell you guys if I find anything else.
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Did you use the Darnell that is placed in the game or did you drag him out of the object window? Because using "s" to scale an NPC doesn't affect the base NPC, only the reference that is placed. (I think, I could be wrong...) But either way, none of the Redguards you placed seem to be outfitted in the same way as the large Redguard, so maybe he was just a random Redguard guard that the NPC-maker wanted to scale up?
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I dragged him out of the object window. The others were just random redguards from TRmap1. Ill do the same again but compare the one already placed with the one in the object window and a Redguard with Dernells armour. As you can see in the picture they are all the same height. I tried placing them all inside each other and they matched sizes perfectly. Also I didnt know you could scale NPC's so could someone tell me how you do this? There are no extra scripts placed on Darnell only "TR_m1_NPC" which is for regional topics. Also im not sure if this is the right man as hes dressed different but someone said it was Darnell and this is the only Darnell.
You press down on "s" and give a good pull with the mouse. As for the rest of your post, I already said:
In other words, I realized that Darnell's size wasn't the problem, it was just a mistaken guess from the top of this page.But either way, none of the Redguards you placed seem to be outfitted in the same way as the large Redguard, so maybe he was just a random Redguard guard that the NPC-maker wanted to scale up?
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If this is using the latest (not 'public' one released with Map 1's latest release, but downloaded from here recently) Data, then that means that the merge failed to get Aro's new mesh in correctly, as from what I can see it no longer has that 'medallion'.Anonymous wrote:object: TR_ex_nec_gate
problem: Missing part of the texture, causing crash.
solution: Add texture!
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
errors
Hello. Yesterday I downloaded "Tamriel_Rebuilt_map1_Telvannis_v2-16202" file and decided to use it. The version of my game is 1.6.1820. Bloodmoon and Tribunal installed.
I tried to walk to the Telvannis but I kept recieving errors. From the Warnings File:
"Model Load Error: Meshes\TR\cr\TR_eyestar_VO.NIF cannot load file in Meshes\TR\cr\TR_eyestar_VO.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\cr\TR_but_rmicro_AA.NIF cannot load file in Meshes\TR\cr\TR_but_rmicro_AA.NIF.
Will use the default object Marker_Error.NIF.
Creature "TR_cr_but_rmicro00000000" has no animation groups.
Morrowind will crash!
Model Load Error: Meshes\TR\x\TR_ex_longboatTF02.NIF cannot load file in Meshes\TR\x\TR_ex_longboatTF02.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_ex_com_bollard_02.NIF cannot load file in Meshes\TR\x\TR_ex_com_bollard_02.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_ex_com_bollard_01.NIF cannot load file in Meshes\TR\x\TR_ex_com_bollard_01.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\f\TR_furn_com_rope_01.NIF cannot load file in Meshes\TR\f\TR_furn_com_rope_01.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\o\TR_cont_crate_L_01.nif cannot load file in Meshes\TR\o\TR_cont_crate_L_01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\m\TR_furn_com_shackles.NIF cannot load file in Meshes\TR\m\TR_furn_com_shackles.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_ex_imp_dock_04.nif cannot load file in Meshes\TR\x\TR_ex_imp_dock_04.nif.
Will use the default object Marker_Error.NIF.
Creature "TR_cr_but_rmicro00000001" has no animation groups.
Morrowind will crash!
Actor Animation problem with "TR_cr_but_rmicro00000000".
This actor has no Animation class!"
After the last message it really crushed ;_;
I use Better Bodies, Better Heads and Balmora Expansion v1.4 plugins. Could it be because of them? Well, I don`t think so but still. Please, tell me, what I`ve done wrong =)
I tried to walk to the Telvannis but I kept recieving errors. From the Warnings File:
"Model Load Error: Meshes\TR\cr\TR_eyestar_VO.NIF cannot load file in Meshes\TR\cr\TR_eyestar_VO.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\cr\TR_but_rmicro_AA.NIF cannot load file in Meshes\TR\cr\TR_but_rmicro_AA.NIF.
Will use the default object Marker_Error.NIF.
Creature "TR_cr_but_rmicro00000000" has no animation groups.
Morrowind will crash!
Model Load Error: Meshes\TR\x\TR_ex_longboatTF02.NIF cannot load file in Meshes\TR\x\TR_ex_longboatTF02.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_ex_com_bollard_02.NIF cannot load file in Meshes\TR\x\TR_ex_com_bollard_02.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_ex_com_bollard_01.NIF cannot load file in Meshes\TR\x\TR_ex_com_bollard_01.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\f\TR_furn_com_rope_01.NIF cannot load file in Meshes\TR\f\TR_furn_com_rope_01.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\o\TR_cont_crate_L_01.nif cannot load file in Meshes\TR\o\TR_cont_crate_L_01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\m\TR_furn_com_shackles.NIF cannot load file in Meshes\TR\m\TR_furn_com_shackles.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_ex_imp_dock_04.nif cannot load file in Meshes\TR\x\TR_ex_imp_dock_04.nif.
Will use the default object Marker_Error.NIF.
Creature "TR_cr_but_rmicro00000001" has no animation groups.
Morrowind will crash!
Actor Animation problem with "TR_cr_but_rmicro00000000".
This actor has no Animation class!"
After the last message it really crushed ;_;
I use Better Bodies, Better Heads and Balmora Expansion v1.4 plugins. Could it be because of them? Well, I don`t think so but still. Please, tell me, what I`ve done wrong =)
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Just a small problem I noticed.
The "TR_a_nordic_iron_greaves" ground mesh "tr_a_nordic_grea_GND.nif" needs a texture fix. The upper leg texture is a glass texture. I fixed it by getting the texture from the Ul body part mesh
It's the "tr_a_nordic_greave_03.dds" texture that's missing from the ground mesh.
Also, the bearskin ground boot mesh stands up. I rotated it and laid it down with Gmax. More of an irritation to myself than an error.
That's for the great work!
The "TR_a_nordic_iron_greaves" ground mesh "tr_a_nordic_grea_GND.nif" needs a texture fix. The upper leg texture is a glass texture. I fixed it by getting the texture from the Ul body part mesh
It's the "tr_a_nordic_greave_03.dds" texture that's missing from the ground mesh.
Also, the bearskin ground boot mesh stands up. I rotated it and laid it down with Gmax. More of an irritation to myself than an error.
That's for the great work!
Okay. I downloaded plugin throught the link on your site and that`s how my README looks (the part about the registration):
INSTALLATION:
===============================================
Extract TR_Data.bsa, TR_Data.esm, and TR_Map1.esm to the data files directory.
You will need to use the BSAreg utility (packaged with this release)
Simply run the executable and select TR_Data to be registered.
You may also register the BSA file manually if you prefer. To do so simply open
the Morrowind.ini file present in your Morrowind directory and add this line to
the (????? where? what line?)
This will eliminate the need for messing around with individual .nifs, etc.
And I used BSAreg, and it said "everything`s okay", but, well, it`s not really.
Thank you for the help.
INSTALLATION:
===============================================
Extract TR_Data.bsa, TR_Data.esm, and TR_Map1.esm to the data files directory.
You will need to use the BSAreg utility (packaged with this release)
Simply run the executable and select TR_Data to be registered.
You may also register the BSA file manually if you prefer. To do so simply open
the Morrowind.ini file present in your Morrowind directory and add this line to
the (????? where? what line?)
This will eliminate the need for messing around with individual .nifs, etc.
And I used BSAreg, and it said "everything`s okay", but, well, it`s not really.
Thank you for the help.
I thought the missing line in the readme had been fixed.
You may also register the BSA file manually if you prefer. To do so simply open
the Morrowind.ini file present in your Morrowind directory and add this line to the [Archives] section:
Archive X=TR_Data.bsa
Where X is the next available number. If you do not have installed other mods that have BSA files, you should
obtain this:
[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
Archive 2=TR_Data.bsa
(Morrowind.bsa is automatically loaded by the engine regardless of what is or isn't in the [Archive] section, so it is normal if it is not listed.)
What do you exactly mean with 'empty'? Map 1 isn't empty, at least definitely not as other "mods" are. Don't be so quick in judge things.Kuki wrote:Yes, the missing line is still there. Thank you, that helped =)
And - Telvanni is really beautiful! But empty a little. And moths with square wings are SO funny! I think you should leave them be, because they`re cute this way
Anyway, thanks.
The moth creatures' textures have a small alpha-channel problem, but it will be fixed in the next release.
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
I judge from personal experience, because the land is really, really big, and I find it very pleasant. But on the other hand you can walk through it for hours (I mean game time) and you won`t meet a person or a creature. I said "a little', didn`t I? I noticed it and I thought I could say it as a mere user of your plugin.osiris wrote: What do you exactly mean with 'empty'? Map 1 isn't empty, at least definitely not as other "mods" are. Don't be so quick in judge things.
I don`t really understand why you find my words so offensive, because they aren`t. I really admire your work and I think what you guys do is just simply amazing!
And forgive me if you may find rudeness in my words - my english isn`t perfect for it is not my native language.
Don't worry; I haven't found you words offensive at all, and english isn't my native language asa well. I was only saying that even if not perfect (but what is really perfect?), Telvannis seems to me one of the best mods of the last 5 years and requires a lot of time to be appreciated as it deserves.
The number of the creatures you meet always depends on your level; however, you're right when you say that the wilderness of Map 1 should get more life in some spots; but don't worry too much about that since Theo is working to fix what needs fixing and the next release will be even better than this one.
The number of the creatures you meet always depends on your level; however, you're right when you say that the wilderness of Map 1 should get more life in some spots; but don't worry too much about that since Theo is working to fix what needs fixing and the next release will be even better than this one.
Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
Broken clothing
The TR_common_skirt_01 icon still shows up as a diagonal slash in inventory, after totally reinstalling the entire game on my latest PC. The skirt was picked up from Dalave Romari in Zainna cave, and I found another of the same item for sale by a merchant in Gah Ouadaruhn. Both look normal in-game, worn or on the ground, but show up in inventory as a diagonal line.
I also noticed that the Expensive_shirt_Mournhold picked up at the residence of Tandryen Reyas in Bal Oyra has a value of 1 Septim, which is pretty cheap even for a Common shirt, much less the Expensive one it's supposed to be.
I also noticed that the Expensive_shirt_Mournhold picked up at the residence of Tandryen Reyas in Bal Oyra has a value of 1 Septim, which is pretty cheap even for a Common shirt, much less the Expensive one it's supposed to be.
Re: Broken clothing
Vanilla bug. If it were TR's fault, it would be TR_Expensive_shirt_Mournhold, wouldn't it?Kovacius wrote:I also noticed that the Expensive_shirt_Mournhold picked up at the residence of Tandryen Reyas in Bal Oyra has a value of 1 Septim, which is pretty cheap even for a Common shirt, much less the Expensive one it's supposed to be.
This value is [url=http://www.uesp.net/wiki/Tribunal:Item_List]how it is in Tribunal[/url].
Odd ingredient
I noticed that the ingredient "Amber" (which I found in the inventory of the trader in Bal Oyra) displays no price, although it certainly has one if you try to buy it.
I figured that the shirt was from the official Tribunal expansion, but it might make more sense to use a different one without the problem.
I figured that the shirt was from the official Tribunal expansion, but it might make more sense to use a different one without the problem.
I didn't know where to put it, so I've decided to post it here. Playing with the CS I've noted that some spells are set on autocalculate cost, which means they can be cast by any NPC (as they are added to them automatically). Judging that most of them seem to be made for creatures, I doubt it. Here's the list
[img]http://img.photobucket.com/albums/v483/karpik777/morro/tr.jpg[/img]
On a side note: who/what is Memphala?
[img]http://img.photobucket.com/albums/v483/karpik777/morro/tr.jpg[/img]
On a side note: who/what is Memphala?
Dae Bats are to difficult to hit. and they move too slow though the way the sounds work into it sounds like onge big flap and then soar a bit then another big flap. but i had to fight three of these bats at once in a small Daedric ruin. They completely ripped me up my arrows didn't work or my spear or my sword. so i just set their healh to -1 I don't know why this happened cuz when i was outside of the ruin i had fought two and stuck arrows in their heads easily.
We don't need a psychiatrist, Go away!
-Haplo
-Haplo
Daedric bats
It appears that the aim point to hit the Daedric bats is off. I could hit them with arrows or spells if I aimed below them (IIRC), but my sword wouldn't contact them no matter where I struck. In several spots where they appear, there is no room for them to fly, so their wings clip through the walls. Would it possibly make more sense to have them about 2/3 the current size?
Typo in object name
I would like to object to an object. The Molecrab Right Pauldron appears as a "Molecrab Righ Pauldron", one letter shy of a direction.