old error reports (that have been fixed) v4
Moderators: Haplo, Lead Developers
1) Noticed there is a weapon named Gwai-lo, the Cantonese word for Caucasian. TR_m1_Q52_w_gwai-lo_uni. New name please.
2) And once again, I'll bring up Cheli's Bow which needs a different model because it's using the Auriel's Bow mesh. TR_m1_bow_cheli
3) TR_m1_bk_Vampkhif_uni. Can you delete the second sentence. It doesn't make much lore sense.
4) TR_m1_q_bk_alvarnote. Mentions Darconis.
5) TR_m1_q50_go2_note. Mentions Black Light
2) And once again, I'll bring up Cheli's Bow which needs a different model because it's using the Auriel's Bow mesh. TR_m1_bow_cheli
3) TR_m1_bk_Vampkhif_uni. Can you delete the second sentence. It doesn't make much lore sense.
4) TR_m1_q_bk_alvarnote. Mentions Darconis.
5) TR_m1_q50_go2_note. Mentions Black Light
This one is no doubt the work of scripting. When you rest anywhere in-game, you'll get an empty message box with the word "ok." When you click "ok" it goes away and that's that. So somewhere in the scripts of Map1, there is an extra bit of scripting.
also, I keep getting this message saying that there's something wrong with the butterflies in Ravalas Cavern, but there aren't any butterflies in there.
also, I keep getting this message saying that there's something wrong with the butterflies in Ravalas Cavern, but there aren't any butterflies in there.
- Theron Udraer
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- Location: my palace in the sky with my own (female) servants who do anything i want them to do...
Hemitheon wrote: also, I keep getting this message saying that there's something wrong with the butterflies in Ravalas Cavern, but there aren't any butterflies in there.
Read BC's and Haplo's post here [url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19919&postdays=0&postorder=asc&highlight=ravalas+caverns+butterflies&start=40[/url]
And how do you make it so that it says "here" instead of the whole dang URL. Do you need yo use an a href tag, and then put the link title in?
if you read my location and thought "woah what a perverted old man!", then you must be a perv yourself. because i never said anything about them being strippers... heheehheehheee
---------------------------------
Claims-
Interior- 4 reviewing
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Claims-
Interior- 4 reviewing
type this:
Code: Select all
[url=http://whatevertheURLis.com]HERE[/url]
Forum Administrator & Data Files Manager
[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
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- michaleson
- Developer
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- Location: K Town
Damn. That's my fault, I was planning to put a levitation potion next to one of the skeletons in the pit below the cages. Whoever fixes this, please do that.Apocalypse wrote: Yashazmus, Pit of Sacrifice
-"If you fall into the pit, there's no way to get out. Those without levitation cannot exit without adding the spell to their player via the console"
Claims completed:
Yashazmus, Shrine of Mehrunes Dagon
Mzankh, Dwemer Ruin
Nchazdrumn, Dwemer Ruin
Sirrilas, Shrine of Mephala
Moriken, Abandoned Dunmer Stronghold
Old Necrom Morag Tong GH
Darconis Diamond Mine
Assorted other boring claims.
Yashazmus, Shrine of Mehrunes Dagon
Mzankh, Dwemer Ruin
Nchazdrumn, Dwemer Ruin
Sirrilas, Shrine of Mephala
Moriken, Abandoned Dunmer Stronghold
Old Necrom Morag Tong GH
Darconis Diamond Mine
Assorted other boring claims.
- Andres Indoril
- Senior Developer
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We should get a map 2 thread :3
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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didn't know where to post this
script error
Begin TR_BoTs_WeaknessCorprus
if ( player->getspell "TR_BoT_WeaknessCorprus" == 1 )
Return
endif
if ( OnActivate == 1 )
if ( player->GetIntelligence >= 80 )
Player->AddSpell "TR_BoT_WeaknessCorprus"
MessageBox "You have learned the spell Fovila's Love from this book."
PlaySound "skillraise"
Activate
elseif ( player->GetIntelligence >= 85 )
MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it."
Activate
else
Activate
endif
endif
End
note bolded lines
player will never get second message, as they will always reach 80 intelligence before they reach 85
script error
Begin TR_BoTs_WeaknessCorprus
if ( player->getspell "TR_BoT_WeaknessCorprus" == 1 )
Return
endif
if ( OnActivate == 1 )
if ( player->GetIntelligence >= 80 )
Player->AddSpell "TR_BoT_WeaknessCorprus"
MessageBox "You have learned the spell Fovila's Love from this book."
PlaySound "skillraise"
Activate
elseif ( player->GetIntelligence >= 85 )
MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it."
Activate
else
Activate
endif
endif
End
note bolded lines
player will never get second message, as they will always reach 80 intelligence before they reach 85
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- Location: London
This has been fixed in the newest version of TR_Data. Are you using an older version?Anonymous wrote:didn't know where to post this
script error
Begin TR_BoTs_WeaknessCorprus
if ( player->getspell "TR_BoT_WeaknessCorprus" == 1 )
Return
endif
if ( OnActivate == 1 )
if ( player->GetIntelligence >= 80 )
Player->AddSpell "TR_BoT_WeaknessCorprus"
MessageBox "You have learned the spell Fovila's Love from this book."
PlaySound "skillraise"
Activate
elseif ( player->GetIntelligence >= 85 )
MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it."
Activate
else
Activate
endif
endif
End
note bolded lines
player will never get second message, as they will always reach 80 intelligence before they reach 85
MaMeeshkaMowSkwoz - choose your syllables
I guess this would be the proper place to post this error, if it hasn't been posted yet:
The cell (3, -7) is marked as modified, and is the cell in the Ascadian Isles where Rollie the Guar is at the intersection. If this wasn't intentional, it might as well be cleaned in the next version.
So, just a small detail, but I figured that we might as well make TR as close to perfect as possible.
The cell (3, -7) is marked as modified, and is the cell in the Ascadian Isles where Rollie the Guar is at the intersection. If this wasn't intentional, it might as well be cleaned in the next version.
So, just a small detail, but I figured that we might as well make TR as close to perfect as possible.
- TennysonXII
- TR Tester
- Posts: 37
- Joined: Tue Nov 18, 2008 9:39 pm
- Location: California, US
Were the posted TR Map 1 bugs from this forum supposed to have been removed from the latest map 1 version being distributed with the new Map 2? I haven't done a thorough check, but a brief venture onto the "old stomping grounds" brought me past several of the previously reported items, which are still unfixed. I had seriously hoped that the latest release would have the bugs corrected, to avoid having to constantly check whether an issue was previously reported or not.
That said, there is an issue with the Gah Ouadaruhn to Llothanis conversion, where the exit door from the vacant house still says "Door to Gah Ouadaruhn". I also got a brief "Gah Ouadaruhn" cellname display above my mini-map as I crossed from one section of town to the other.
That said, there is an issue with the Gah Ouadaruhn to Llothanis conversion, where the exit door from the vacant house still says "Door to Gah Ouadaruhn". I also got a brief "Gah Ouadaruhn" cellname display above my mini-map as I crossed from one section of town to the other.
- Bloodthirsty Crustacean
- Developer Emeritus
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Some errors have not yet been fix, as we didn't know we were going to be releasing a new Map 1 until relatively late in. So the next version will have everything fixed, whilst this one primarily has game-breaking stuff (i.e. the joining the TG thing) fixed.
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!"
Sorry for the very late report, but was wandering around earlier and ran into a few errors and didn't see them reported anywhere else:
I'm using the update version with Map 2 for what its worth.
Code: Select all
12/24/2008 (23:44) TR_Map1.esm 11/29/2008 (07:28) Steve furn_de_signpost_02 Tel Ouada (24,18) 202648 150656 431 "signpost floats"
12/24/2008 (23:48) TR_Map1.esm 11/29/2008 (07:28) Steve TR_m1_Dun_Akhul00000000 Tel Ouada (24,18) 203040 150000 224 "Last time I was here, this guy didn't sell anything (ie. the bater window opened, but it was empty). He is selling things to me now. Also, he has no conversation topics, not sure if this is intentional."
Here's a list of errors I found in Firewatch; I'm surprised that they haven't been caught by anyone else by now, especially with the front of the library building not fully connected to the main building.
12/29/2008 (19:57) TR_Map1.esm 12/29/2008 (19:33) Tom flora_grass_01 Firewatch (18,15) 148786 128470 482 "floating grass"
12/29/2008 (19:59) TR_Map1.esm 12/29/2008 (19:33) Tom flora_wickwheat_01 Firewatch (18,15) 150617 128145 456 "this group of plants seem to have all been dupped (not a savegame issue)"
12/29/2008 (19:59) TR_Map1.esm 12/29/2008 (19:33) Tom ex_imp_govmansion_gate Firewatch (18,15) 151880 129627 656 "not connected to the main library building, causes a big gap"
12/29/2008 (20:00) TR_Map1.esm 12/29/2008 (19:33) Tom TR_m1_FW_arm_Chatal Firewatch (18,15) 151128 127810 742 "this sign and it's signpost are raised too high and bleed into the building"
12/29/2008 (20:02) TR_Map1.esm 12/29/2008 (19:33) Tom flora_wickwheat_04 Firewatch (18,15) 149752 129575 279 "I think this is just bad modding and not a dupping issue -- this plant looks like it was purposelly dupped from the plant nearby and moved over, as it is in the same rotated position"
12/29/2008 (19:57) TR_Map1.esm 12/29/2008 (19:33) Tom flora_grass_01 Firewatch (18,15) 148786 128470 482 "floating grass"
12/29/2008 (19:59) TR_Map1.esm 12/29/2008 (19:33) Tom flora_wickwheat_01 Firewatch (18,15) 150617 128145 456 "this group of plants seem to have all been dupped (not a savegame issue)"
12/29/2008 (19:59) TR_Map1.esm 12/29/2008 (19:33) Tom ex_imp_govmansion_gate Firewatch (18,15) 151880 129627 656 "not connected to the main library building, causes a big gap"
12/29/2008 (20:00) TR_Map1.esm 12/29/2008 (19:33) Tom TR_m1_FW_arm_Chatal Firewatch (18,15) 151128 127810 742 "this sign and it's signpost are raised too high and bleed into the building"
12/29/2008 (20:02) TR_Map1.esm 12/29/2008 (19:33) Tom flora_wickwheat_04 Firewatch (18,15) 149752 129575 279 "I think this is just bad modding and not a dupping issue -- this plant looks like it was purposelly dupped from the plant nearby and moved over, as it is in the same rotated position"
This is a continuation of a post with some nitpicks started on the Bethesda forums - as this seems to be the appropriate place.
Bolded = answers by haplobartow.
http://www.bethsoft.com/bgsforums/index.php?showtopic=875780
Butterflies - I have Butterflies in Vvardenfell as well (from Creatures X?) and they work fine. The Butterflies in TR are quite odd however. They either fly in slow motion - or not at all (i.e. just hangs in the air "freezed").
We don't have any butterflies in TR, if you see any butterflies they are from another mod.
Interesting. I'll check it out.
Adamantium Dagger - I've never liked Adamantium so I should perhaps not comment on it, but for one thing it looks too large for a dagger IMO. Anyway, it clips through the fingers of my char (Better Bodies).
Our weapons are modeled to fit vanilla body hands and grips, so if you use Better Bodies, which presumably changes the hands somewhat, the weapons cannot be guaranteed to work correctly.
OK but, still, it's the only weapon I've seen this with ever. Also, it's a weird dagger regardless - looks just as a slightly smaller (I guess - I haven't compared) Adamantium Shortsword.
Daedric Naginata - Looks nice plus it was a cool twist to get it. I have a weird minor issue with it, though, namely that the blade (a part of it anyway) flicker. No idea what it might be.
Not really sure about this, it's pretty vague
I can take a screen if it helps. The Naginata has a sharp blade part, the bottom part of this flickers when looking at it. With "flickers" I mean that this section looks weird, flipping between being rendered and not (I guess).
Fort in Bal Oyra - (I think it was there anyway...) I have jaggies on the wall (down the middle).
Here's a pic (sorry no grid positions):
http://arkngt.googlepages.com/fort.jpg
Outside Ranyon-Ruhn - I have an ugly texture seam.
Using any texture replacers?
Yes I am. Haven't seen anything like it, though.
Pic:
http://arkngt.googlepages.com/ranyon.jpg
Bolded = answers by haplobartow.
http://www.bethsoft.com/bgsforums/index.php?showtopic=875780
Butterflies - I have Butterflies in Vvardenfell as well (from Creatures X?) and they work fine. The Butterflies in TR are quite odd however. They either fly in slow motion - or not at all (i.e. just hangs in the air "freezed").
We don't have any butterflies in TR, if you see any butterflies they are from another mod.
Interesting. I'll check it out.
Adamantium Dagger - I've never liked Adamantium so I should perhaps not comment on it, but for one thing it looks too large for a dagger IMO. Anyway, it clips through the fingers of my char (Better Bodies).
Our weapons are modeled to fit vanilla body hands and grips, so if you use Better Bodies, which presumably changes the hands somewhat, the weapons cannot be guaranteed to work correctly.
OK but, still, it's the only weapon I've seen this with ever. Also, it's a weird dagger regardless - looks just as a slightly smaller (I guess - I haven't compared) Adamantium Shortsword.
Daedric Naginata - Looks nice plus it was a cool twist to get it. I have a weird minor issue with it, though, namely that the blade (a part of it anyway) flicker. No idea what it might be.
Not really sure about this, it's pretty vague
I can take a screen if it helps. The Naginata has a sharp blade part, the bottom part of this flickers when looking at it. With "flickers" I mean that this section looks weird, flipping between being rendered and not (I guess).
Fort in Bal Oyra - (I think it was there anyway...) I have jaggies on the wall (down the middle).
Here's a pic (sorry no grid positions):
http://arkngt.googlepages.com/fort.jpg
Outside Ranyon-Ruhn - I have an ugly texture seam.
Using any texture replacers?
Yes I am. Haven't seen anything like it, though.
Pic:
http://arkngt.googlepages.com/ranyon.jpg
- Andres Indoril
- Senior Developer
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Silly Haplo. We do have butterflies and they do have a speed of only 10 and no AI packages.Haplo wrote:We don't have any butterflies in TR, if you see any butterflies they are from another mod.
That appears to be a weird checkerboard effect caused by the lightning in the game.Arkngt in the disguise of a guest wrote: Outside Ranyon-Ruhn - I have an ugly texture seam.
Using any texture replacers?
Yes I am. Haven't seen anything like it, though.
Pic:
http://arkngt.googlepages.com/ranyon.jpg
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Sorry, I thought I was logged in the last time. Anyway, "Guest" above was me.
BTW, here are two more screens:
Hilt of Adamantium Dagger clipping with Wraithguard (it clips with hands as well, of course):
http://arkngt.googlepages.com/dagger.jpg
Daedric Naginata. The black area is the problematic one - it flickers between being black and being rendered:
http://arkngt.googlepages.com/naginata.jpg
EDIT: BTW, as for the Butterflies I'd suggest checking how they are done in Creatures X (I THINK I have them from it) - unless it's only me having slight issues with them.
I'll check more into it.Andres Indoril wrote: That appears to be a weird checkerboard effect caused by the lightning in the game.
BTW, here are two more screens:
Hilt of Adamantium Dagger clipping with Wraithguard (it clips with hands as well, of course):
http://arkngt.googlepages.com/dagger.jpg
Daedric Naginata. The black area is the problematic one - it flickers between being black and being rendered:
http://arkngt.googlepages.com/naginata.jpg
EDIT: BTW, as for the Butterflies I'd suggest checking how they are done in Creatures X (I THINK I have them from it) - unless it's only me having slight issues with them.
Refer to ESFAndres Indoril wrote: Silly Haplo. We do have butterflies and they do have a speed of only 10 and no AI packages.
Anyway, regarding the texture seam, it's as Andres said. There are no lights in the "dark" cell, and light radii (as far as I know) don't cross cell borders, even if they're big enough to, so what we have is a big light that lights up a large part of the cell but fails to light up the neighboring cell. Adding the same light to the dark cell would fix the problem.
The fort issue is what we call a gridsnap failure, or possibly a failure to gridsnap. Imperial architecture is nasty in that it requires very unique and very small values for snap to grid to work, unlike most architecture which will work with a large number such as 64 or 32. Imperial often requires something like 8 or 4 (possibly an exaggeration but still) to snap correctly.
Forum Administrator & Data Files Manager
[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
The armourer in Port Telvannis (i'm unable to pin point the cell or the name actually because it does not show up on the door as i walk in (Maybe a error by itself?). But the armourer on the skyway in Port Telvannis has a gaurd directly infront of you as you walk into the shop and it's extremely hard to get around him.
You ether have to levitate or you need to jump repeatibly till you get around him and with low acrobatics it would be impossible.
Probably not my place to bring it up but i thought it would say anyway. Shoot me down if this has been brought up already!
You ether have to levitate or you need to jump repeatibly till you get around him and with low acrobatics it would be impossible.
Probably not my place to bring it up but i thought it would say anyway. Shoot me down if this has been brought up already!
Sorry if this has been reported before (I'd guess it has):
When entering the Grandmaster's Chambers in Tel Thenim I get this warning:
Invalid trapped soul cleared for soul gem 'Misc_SoulGem_Greater' in cell 'Port Telvannis, Tel Thenim: Grandmaster's Chambers'.
Also:
The Encrypted Message on the Dead Man in the wilderness (can't remember the quest name) is spelled "Encypted Message".
When entering the Grandmaster's Chambers in Tel Thenim I get this warning:
Invalid trapped soul cleared for soul gem 'Misc_SoulGem_Greater' in cell 'Port Telvannis, Tel Thenim: Grandmaster's Chambers'.
Also:
The Encrypted Message on the Dead Man in the wilderness (can't remember the quest name) is spelled "Encypted Message".
Not sure if this is the appropriate thread but here goes:
Using Daedric Bats in interiors is a bad idea IMO. They tend to clip into or get stuck in ceilings/walls. And even if not they are often impossible to strike (for the same reason as Cliff Racers only can be struck from certain directions I'd guess). PirateLord has removed them from interiors in Creatures just for this reason. I end up console killing them as it is. They are splendid additions outside around Daedric Ruins though.
Using Daedric Bats in interiors is a bad idea IMO. They tend to clip into or get stuck in ceilings/walls. And even if not they are often impossible to strike (for the same reason as Cliff Racers only can be struck from certain directions I'd guess). PirateLord has removed them from interiors in Creatures just for this reason. I end up console killing them as it is. They are splendid additions outside around Daedric Ruins though.
- Aiwyn the Breton
- Developer
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- Location: Rome, Italy
Dunno if has already been reported, but i found that in the map1 attached to the latest Maps and a FFox search in all post of thist thread didn't show it:
In Shashmassadan looks like a part of the cave is missing, and it opens to the neverending sea-of-interiors.
I got a screen of this:
[url=http://img405.imageshack.us/my.php?image=shashmassadanwy3.jpg][img]http://img405.imageshack.us/img405/565/shashmassadanwy3.th.jpg[/img][/url]
In Shashmassadan looks like a part of the cave is missing, and it opens to the neverending sea-of-interiors.
I got a screen of this:
[url=http://img405.imageshack.us/my.php?image=shashmassadanwy3.jpg][img]http://img405.imageshack.us/img405/565/shashmassadanwy3.th.jpg[/img][/url]
I hate [url=http://abadir.deviantart.com/art/The-Mad-God-111454948]Almalexia[/url].
The seven schools of magic: Alteration, Mysticism, Destruction, Conjuration, Illusion, Restoration and Computer Programming
The seven schools of magic: Alteration, Mysticism, Destruction, Conjuration, Illusion, Restoration and Computer Programming
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This has probably been reported before, but at Firemoth there are now a bunch of floating chimneys and messed up stuff, also, north of Ald Daedroth there is a floating landscape, no land or anything, just a bunch of floating statics in the air.
My mods on [url=http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=81745]PES[/url]/[url=http://www.tesnexus.com/modules/members/index.php?id=909425]Nexus[/url]
That sounds suspiciously like a dirty save or loaded. esp file to me.
Forum Administrator & Data Files Manager
[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
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Hmm.. I'll go back to those areas with a clean save to see if the stuff is still there, thanks for replying.Haplo wrote:That sounds suspiciously like a dirty save or loaded. esp file to me.
My mods on [url=http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=81745]PES[/url]/[url=http://www.tesnexus.com/modules/members/index.php?id=909425]Nexus[/url]
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Cell: Boethian Mountains Region (24,17)
Location: 199719,145524,2025
Error: Caspering Rock
Cell: Boethian Mountains Region (24,15)
Location: 204311,126526,1155
Error: Texture Seam
Cell: Molagreahd Region (21,19)
Location: 175592,157739,1255
Error: Floating steps (also, this whole platform uses the docks patform set, which has barnacles attached - should be changed)
Location: 199719,145524,2025
Error: Caspering Rock
Cell: Boethian Mountains Region (24,15)
Location: 204311,126526,1155
Error: Texture Seam
Cell: Molagreahd Region (21,19)
Location: 175592,157739,1255
Error: Floating steps (also, this whole platform uses the docks patform set, which has barnacles attached - should be changed)
MaMeeshkaMowSkwoz - choose your syllables
More levitating plants:
flora_hackle-lo_01
Helnim Fields Region (25, 3) 207329, 31763, 421
one side of plant base off ground
flora_hackle-lo_02
Boethian Mountains Region (29, 7) 242952, 61093, 467
almost far enough off the ground to walk under
flora_kreshweed_03
Boethian Mountains Region (33,5) 273407, 47639, 733
flying kreshweed
flora_roobrush_02
Boethian " " (33, 5) 273125, 47913, 614
flying roobrush
flora_grass_01
Boethian " " (33, 5) 273888, 47289, 467
flying grass
flora_stoneflower_02
Boethian " " (35, 5) 290592, 42732, 1355
flying stoneflower
flora_chokeweed_02
Boethian " " (35, 5) 290339, 42779, 1366
poorly anchored plant, mostly floating
Not too many bugs so far, considering the amount of time I spent stumbling aimlessly around the area.
EDIT - Sorry, this post belongs with the Map2 bug reports.
flora_hackle-lo_01
Helnim Fields Region (25, 3) 207329, 31763, 421
one side of plant base off ground
flora_hackle-lo_02
Boethian Mountains Region (29, 7) 242952, 61093, 467
almost far enough off the ground to walk under
flora_kreshweed_03
Boethian Mountains Region (33,5) 273407, 47639, 733
flying kreshweed
flora_roobrush_02
Boethian " " (33, 5) 273125, 47913, 614
flying roobrush
flora_grass_01
Boethian " " (33, 5) 273888, 47289, 467
flying grass
flora_stoneflower_02
Boethian " " (35, 5) 290592, 42732, 1355
flying stoneflower
flora_chokeweed_02
Boethian " " (35, 5) 290339, 42779, 1366
poorly anchored plant, mostly floating
Not too many bugs so far, considering the amount of time I spent stumbling aimlessly around the area.
EDIT - Sorry, this post belongs with the Map2 bug reports.
- michaleson
- Developer
- Posts: 232
- Joined: Mon Oct 13, 2008 9:29 pm
- Location: K Town
Are you sure you have registered your BSA properly? As this is what usually happens if you haven't.
Last edited by michaleson on Mon Apr 06, 2009 8:56 pm, edited 1 time in total.
31 Aprroved Ints
http://michaleson.mybrute.com
http://michaleson.mybrute.com
Re: no meshes
That could be due to not properly installing the mod? Make sure your BSA is properly registered. You can find information on that in the Help section of the forums.bob wrote:THERE ARE NO MESHES IN THIS MOD! it just comes with the cities. All the new creatures and the new windows and some hairs are all big exclamation pionts
EDIT: Bah, Ninja'd.
Haū! Omochikaerī!
Interior Reviews: 168
Interior Reviews: 168
-
- Member
- Posts: 2
- Joined: Sun Apr 19, 2009 5:25 pm
- Location: North Carolina
Missing Ships
There are two missing Ships in the Firewatch Docks
Cell: Firewatch Docks 16,15
Location: End of the docks and First dock on the left.
Error: There are no ships at either of these locations
Cell: Firewatch Docks 16,15
Location: End of the docks and First dock on the left.
Error: There are no ships at either of these locations
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
Re: Missing Ships
This means you are not up to date with the .bsa and stuff. Use the latest versions of Map 1 and Data included in the Map 2 download, and this will be sorted.JohnHenryEden wrote:There are two missing Ships in the Firewatch Docks
Cell: Firewatch Docks 16,15
Location: End of the docks and First dock on the left.
Error: There are no ships at either of these locations
Hope that helps.
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!"
-
- Member
- Posts: 2
- Joined: Sun Apr 19, 2009 5:25 pm
- Location: North Carolina
Thanks
Thanks that cleared it right up
Quick question before I go, how and where on the site do I go to help?
Quick question before I go, how and where on the site do I go to help?