[Morrowind] Map1 Beta 2.0 World Error reporting

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Lud
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[Morrowind] Map1 Beta 2.0 World Error reporting

Post by Lud »

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

Please use this format for posting errors:

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

For example,

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

----------------------
Cell: Yashazmus, exterior
Location: Largest dome piece
Error: A root is floating
-----------------------

It can be very helpful to use Morrowind's beta comment function to report errors. To enable this function, simply open up Morrowind.ini and find the line:

BetaCommentFile=

Change this to:

BetaCommentFile=BetaComment.txt
(You can name it anyting you want, as long as it has the proper extension)

Then when you see an error, open up the console, click on the object (you should see it's ID in the title bar), and type

bc "This is wrong"
or something similar
A log will be created stating the time, place, exact position, cell, and your comment.
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Tealpanda
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Post by Tealpanda »

----------------------
Cell: Molagreahd Region 20,22
Location: overturned boat
Error: A_Ex_De_Oar floats in air
----------------------
Cell: Pahunsabi, Bandit Base
Location: first set of stairs near the door
Error: Can't walk up them, I have to jump.
----------------------
Cell: Gah Sadrith 42, 13
Error: Marin Thelaro keeps trying to walk around and goes nowhere.
----------------------
Cell: Molagreahd Region 23, 8
Location: where the water stops, on the beach
Error: terrain_rock_ac_12 floats on water side.
----------------------
Cell: Ravalas Cavern
Error? mostly empty cavern with a few NPC with no special dialog and nothing but bloat spores growing inside. Is that intentional?
----------------------
Cell: Sarvanni Molecrab Farm
Location: between Nethre and Ienit cave dwellings
Error: There's a problem walking up the ladder here, I have to jump to get up there.
----------------------
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Guest

Post by Guest »

----------------------
Cell: Boethian Mountains Region
Location: 236288,63329 and southward
Error: The east shore has not been smoothed,therefore it is a straight edge. In addition, there is a square "pool" of water not attached to the river at the coordinate specified.
----------------------
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RelinQ
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Post by RelinQ »

---------------
Cell: Terendas Gold Mine
Location:

in_mold_rock_15 @

X: 5600.980
Y: 3771.959
Z: 14314.234

Error: (MINOR ERROR) Even though its in water, Its floating, needs to be lowered on the Z-Axis down to around 14285.
---------------
Dexter (on IAS): "Since when do you need to be able to do backflips to dig holes?" Fri 29 Jul, 2005 3:57:03
Sload (on Narsis): "Jesus Christ, I wonder why there was lag when you had an 80,000 face gazebo." Thu 09 Apr, 2009 11:46:33
Tealpanda
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Post by Tealpanda »

TR_Map1.esm ex_t_doorway_02 Port Telvannis (43,17) 352584 139893 838 "shouldn't this building have a vendor sign?"

TR_Map1.esm ex_t_housestem_01 Port Telvannis (41,17) 342633 144508 1039 "troublesome exit, gets me stuck"

TR_Map1.esm furn_de_tapestry_02 Port Telvannis, Tel Thenim: Lower Tower 4745 3388 13850 "two tapestries here?"

Is this how you want to see the beta comments? I'm new at them.

Should the temple at Ranyon-ruhn have a triolith somewhere? It'd be nice to be able to get your abilities restored on the mainland at an Almsivi temple instead of at a Divine Cult temple.
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Tealpanda
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Post by Tealpanda »

Some of these are more like suggestions than errors. Feel free to ignore them :)

TR_Map1.esm flora_wickwheat_04 Molagreahd Region (20,17) 167380 146792 823 "bleeding into rocks"

TR_Map1.esm flora_wickwheat_03 Molagreahd Region (20,18 ) 168840 147603 472 "bleed"

TR_Map1.esm TR_Flora_AJ_F03 Firewatch Palace, Argonian Mission 3800 4401 15118 "odd texture, not sure if it's actually a problem, it just looks weird to me"

TR_Map1.esm ex_t_platform_01 Llothanis (33,10) 270722 84447 240 "can't walk normally here, I think the platform might be a little too high"

TR_Map1.esm ex_de_railing_01 Llothanis (32,10) 262321 84071 328 "shading problem on the floor here"

TR_Map1.esm flora_grass_01 Llothanis (33,10) 274216 89007 270 "floater"

TR_Map1.esm flora_grass_01 Llothanis (33,10) 273688 89025 257 "floater"

TR_Map1.esm TR_m1_Grimdil00000000 Llothanis, Bal Gernak's Manor 2988 4265 12610 "should he sell items? he has a closet full of stuff"

TR_Map1.esm ex_t_gateway_great Llothanis (33,10) 275076 89414 947 "maybe put a sign here about the apothecary inside?"

TR_Map1.esm TR_m1_ex_RR_roadmarker Ranyon-ruhn (27,12) 229224 102419 3210 "ground texture seam visible nearby"

TR_Map1.esm Terrain_rocks_GL_02 Molagreahd Region (27,11) 228886 92282 627 "ground texture seam visible nearby"

TR_Map1.esm ex_hlaalu_steps_03 Ranyon-ruhn (27,12) 225933 99231 2536 "got stuck here"

TR_Map1.esm flora_wickwheat_02 Boethian Mountains Region (23,11) 188742 94664 235 "ground texture seam visible nearby"

TR_Map1.esm terrain_rock_gl_11 Molagreahd Region (21,13) 178793 111760 1077 "transition east/west is abrupt, though possibly intentional."

TR_Map1.esm ex_t_platform_02 Molagreahd Region (22,11) 180369 93112 1056 "can't walk up this incline naturally"

TR_Map1.esm terrain_rock_gl_11 Molagreahd Region (21,13) 176098 111353 1755 "this coastline feels very barren, is that intentional? It's all rock, no plants."

TR_Map1.esm Terrain_rocks_GL_03 Molagreahd Region (19,13) 161611 112673 584 "nice cliffs!"

TR_Map1.esm Ex_T_menhir_L_01 Molagreahd Region (19,13) 163364 108369 -2026 "it'd be nice to see some eyestars around here, or are they a very localized creature?"

TR_Map1.esm light_pitfire01 Boethian Mountains Region (24,10) 197057 88530 146 "maybe Gra-Ghosh the Skullkeeper should have some skulls near her fire? On a stick maybe?"

TR_Map1.esm Terrain_rocks_WG_03 Boethian Mountains Region (24,16) 201724 135688 1276 "this area is very barren, possibly intentionally, but it felt out of place to me"

TR_Map1.esm terrain_rock_wg_17 Molagreahd Region (25,14) 204867 119639 600 "this area is very barren"

TR_Map1.esm terrain_rock_wg_10 Boethian Mountains Region (25,13) 210419 114468 1689 "this area is very barren, not much in the way of rocks or plants"

TR_Map1.esm terrain_rock_wg_08 Molagreahd Region (26,13) 213854 106826 1724 "this area could use some rocks or something. It feels forgotten."

TR_Map1.esm terrain_rock_wg_12 Boethian Mountains Region (26,12) 216068 106384 2014 "this area could use some rocks, plants, something. Maybe a little daedric shrine."

TR_Map1.esm ex_cave_entrance_bc_01 Boethian Mountains Region (25,10) 207736 86214 2043 "can't walk up this slope"

TR_Map1.esm TR_m1_O_AgrobGroLargum00000000 Hashucivodulnassu 2308 7761 14645 "Agrob gets stuck in the rocks"

TR_Map1.esm terrain_rock_wg_17 Boethian Mountains Region (24,8 ) 203417 72030 567 "ground texture seam visible nearby"

TR_Map1.esm terrain_rock_wg_17 Boethian Mountains Region (24,8 ) 201982 67829 562 "barren area"

TR_Map1.esm in_dae_rubble_07 Cirtiritashpi -1390 1935 42 "this pile of rocks is difficult to get over for the NPC"

TR_Map1.esm in_dae_pillar_tall.max Cirtiritashpi -1604 1674 -2197 "causes collision problems, can’t swim around, had to turn collision off to get out"
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zhukant
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Post by zhukant »

Hello, I'm new. I'm not able to figure out how to get morrowind to use the Beta Comment File. I've done everything in the instructions, I even created the file myself for it and saved it in the Morrowind directory but to no avail.

Anyways, here's the problem.
----------------------
Cell: Firewatch, Towers
Location: Southeastern most tower
Error: At the very bottom there is a crate floating around. Looks like there should have been another crate underneath it.
----------------------
Cell: Firewatch, Census and Excise Offices
Location: The room with Tappin Maerin
Error: None of the stuff on the table is able to be selected except in the console.
----------------------
Cell: Firewatch, The Silver Serpent: Private Area
Location: The captain's quarters
Error: The door to this cell isn't locked from the outside, but once you're inside the door has a 50 point lock and is trapped, and there's a woman there watching you. Looks like a bad practical joke from a dev.
----------------------
Cell: Firewatch, Towers
Location: The "T" intersection tower directly south of Hill Bastion
Error: Something is wrong with the way the tower is placed in the cell. It's hard to understand the problem but it looks like either the particular cell is inverted or the doors are all incorrectly linked. In the external local view there are three doors: North, South, West.
Inside, on the other hand, there are these: North, South, East. If one enters from the outside through
North, you end up in the North door inside
South outside - South inside
West outside - East inside
If one exits from the inside through:
North - North
East - South
South - West
This is very confusing. I hope I explained it well, however. Thanks!
----------------------
Cell: Firewatch
Location: Any "Large Gate" location
Error: First, the gate only seems to open from one side unless you've opened it from that side before, in which case you can open it from both sides if you haven't left the cell for very long.
Second, if you begin to open or close the gate and then leave the cell in the middle of it swinging, when you reenter the outside cell, the door will have reset to the closed position, and then it will swing to the position that it had made it to at the instant you left the cell (which will not be 90 degrees as normally.) Then, if you activate it again, it WILL swing 90 degrees past the doorframe and stop partially open, once again at whatever angle you left it at when you exited the cell. If you go enough cells away (I think two) then it will reset itself.
----------------------
Cell: Firewatch
Location: Well in front of Iron-Grip Weapons shop
Error: The well has water in it but the bottom of the well is the same as all the ground around the well and you can see it through the water.
----------------------
Cell: Firewatch, Merdon Dillmoon's Manor
Location: Top floor, near dinner table
Error: Folded cloth is floating a few feet off the table.
----------------------
Cell: Firewatch, Gildra Hlervu's House
Location: Entrance
Error: As soon as you enter the building look to the left. There's some paper floating next to the wall there, be careful it's easy to miss.
----------------------
Cell: Firewatch, Palace Kitchens
Location: Lower Level at the big furnace
Error: The flames of the fires go right through the pots and the water/ash yams inside.
----------------------
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Post by Night0205 »

Cell: Firewatch
Location: South Wall Gate of Firewatch.
Error: Exiting the Tower on the west side of the gate, going outside over the section of the gate itself, there is a glitch that boosts you up 5-10 ft. in the air, allowing you to walk mid-air.

Cell: Firewatch Port
Location: Right off the port, underwater.
Error: Some rocks near Firewatch Port, didn't touch the ground, I'm sorry I can't give you the cell. Also, I saw a cliff racer and a diseased alit running around on the ocean floor, well the racer was...swiming.

During Fighters Guild Quest
Location: Erdlan Galenlan's Farm
Error: Erdlan Galenlan and the Guars Quest. Every once in a while, the Guars continue to attack after the Quest is completed. This may be a glitch that can't be fixed.
Mantriel
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Post by Mantriel »

My first "bug report".

----------------------
Cell: Firewatch, Brandir Zabaal
Location: Upstairs
Error: there are 2 extra in_c_rich_room_center 's, 1 extra in_c_rich_room_side and 1 extra in_c_pillar_wood.
And the two closets upstairs have identical IDs: com_closet_01_expclothe with same items in it etc, except that one has a lock 10 on it.
----------------------

----------------------
Cell:Firewatch, Beleth's Bakery
Location: Upstairs, window
Error: There is a bleeding pitcher upstairs in the window.
----------------------

----------------------
Cell: Firewatch, Howling Noose
Location: Stairs going down (on the left side)
Error: A pillar is "missing"
----------------------

----------------------
Cell:Firewatch, Gildra Hlervu's House
Location: near the entrance (to the left)
Error: Floating piece of paper near the entrance
----------------------

----------------------
Cell: Firewatch, Merdon Dillmaon's Manor
Location 1: Upstairs, near the table
Error 1 :Floating Folded Cloth

Location 2: Upstairs, near the bed
Error 2: Floating Goblet. I assume a nightdesk is missing

Location 3: upstairs at the stairs
Error 3: http://www.abload.de/img/screenshot17ipp2.jpg
----------------------

I'm not sure about these two:

----------------------
Cell: Firewatch, Iron-Grip Weapons
Location: Upstairs, table
Error: There is a common glove (left) on the floor AND on the table.
----------------------

----------------------
Cell: Firewatch, the Queens Cutlass
Location: cellar
Error: There is a lock on the bathroom door, but not on the wine-cellar door?
----------------------
Last edited by Mantriel on Fri Nov 13, 2009 10:33 am, edited 1 time in total.
Rajah
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can't go downstairs

Post by Rajah »

Cell: Tel Aranyon, Upper Tower, just outside of Master M's chamber.

Error: Khajiit and Argonian characters can't go downstairs even if sneak is being used. they walk, run or jump but can't get by a certain place in the ramp.

The only way out is teleportation thru various means or COC commands
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zacmanthedamned
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Post by zacmanthedamned »

Not so much a "Bug" as a Annoyance...
The Staircase in the Mainland Telvanni Council House (I have a shite memory, so can't say exact name... The one with the guy that lets you join House Telvanni, and the one with the levitation platform) that leads into the room with the councilors is WAY too thin... Even if I keep my balance, at the top I just slide off (Thank god for lumpy mushrooms-I land on a protrusion and can still get in the door)
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Post by Rajah »

Marog issue.

the rope bridge that crosses from the top of Tel Onoria to the cliff face is smaller and when i go to cross it i can't even get on it (unless I use TCL). the rope that crosses between the 2 posts on either side of the bridge is too low and acts like a barrier. All the other bridges are the right size in relation to the character except that one.
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Post by HereticDante »

12/17/2009 (15:00) TR_Map1.esm 11/29/2008 (18:28) Murno ex_dae_ruin_stair01_short Boethian Mountains Region (34,8) 278640 68903 3592 "part of the stairway floats off the ground"
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Post by HereticDante »

12/19/2009 (15:41) TR_Map1.esm 11/29/2008 (18:28) Murno in_t_s_plain_door Port Telvannis, The Avenue: East Wing 3470 4549 14494 "game crashed several times when i attempted to go through the door after picking up the recall scroll for the "lost in translation" quest
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Post by Rajah »

Exterior Cell: Helnim 26,1

ex_t_housepod_02: 217004, 12404, 593 [0,0,166] has no stairs leading up to the door or is too high off the platform.

ex_t_housepod_02: 219104, 13948, 877 [0,0,149] has no stairs leading up to the door or is too high off the platform.

ex_t_housepod_03: 215337, 16290, 653 [0,0,280] has no stairs leading up to the door or is too high off the platform.

ex_t_manor_02: 215774, 15818, 1038 [0,0,211] has no stairs leading up to the door or is too high off the platform.

ex_t_housepod_03: 216524, 13994, 612 [0,0,331] has no stairs leading up to the door or is too high off the platform.

ex_t_manor_02: 215846, 13248, 929 [0,0,308] has no stairs leading up to the door or is too high off the platform.

ex_t_housepod_03: 216387, 12366, 700 [0,0,154] has no door into the housepod.

ex_t_housepod_04: 220067, 13666, 1066 [0,0,251] has no stairs leading up to the door or is too high off the platform.

These are what i've found so far.
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Post by HereticDante »

12/23/2009 (17:30) TR_Map1.esm 11/29/2008 (18:28) Murno furn_de_signpost_02 Tel Ouada (24,18) 202648 150656 431 "signpost floats off the ground"
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Haplo
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Re: Dadadrome

Post by Haplo »

RelinQ wrote:Okay Im aware this is an important cell within the game, what with it being in lore and a multitude of quests. but honestly I dont like this cell, to me it feels like its missed being reviewed or something.

####################
Cell: Dadadrome
Errors: Where to begin! :|

Statics
- It appears there is NO evidence of gridsnap being used AT ALL.
- Seems in a few walls, mainly one piece of curved cave, due to lack of gridsnap.
- Some steps are difficult to climb up and down

Creatures
- Some creatures appear to get stuck in rocks.
- There seems like there is an awful lot of creatures for such a small interior.
- Also alot of the random (leveled) creatures that spawn, eg. like Daedric Batfiends are to big for the cell, they tend to get stuck.

I literally ran past a durzog and a mudcrab without them attacking me because they couldnt move properly.

------------------
TR_r_Molagreahd_cave-2 @
X: 1640.873
Y: 3571.385
Z: 12360.914

Needs to be shifted away from the rock
------------------
####################
Quoting to repost this since it hasn't been fixed yet, although someone said it had.
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Errors/Comments

Post by CXA26483 »

Forgive me if this is the wrong place to do so, but these are some of the errors I have found... I have the .txt file available as well, but I'm not sure what the rules on attaching things are. Some of them may be more like my comments than errors, but in either case, they may help, I hope. =]

2/20/2010 (22:29)
TR_Map1.esm 11/29/2008 (01:28)
Owner
furn_mudcave_pool00
Sagea 4411 3723 11995
"How the **** am I supposed to get up this cliff without some sort of levitate ability?"
---
2/20/2010 (22:34)
TR_Map1.esm 11/29/2008 (01:28)
Owner
ex_cave_door_01
Boethian Mountains Region (29,8)
243263 67541 2411
"A door to nowhere? This doesnt put me in another cell..."
---
2/20/2010 (23:02)
TR_Map1.esm 11/29/2008 (01:28)
Owner ex_dae_ruin_stair01_short
Boethian Mountains Region (34,8) 278640 68903 3592
"This isnt flush with the ground."
---
2/20/2010 (23:45)
TR_Map1.esm 11/29/2008 (01:28)
Owner
in_dae_hall_l_staircurve2
Hesadsadshamallu, Shrine 3488 3408 14688
"Theres a little bit of an overlap of the wall pieces here."
---
2/21/2010 (00:15)
TR_Map1.esm 11/29/2008 (01:28)
Owner
terrain_rock_wg_08
Sea of Ghosts Region (32,18) 270236 151728 -548
"Needs more creatures over here"
---
2/21/2010 (00:17)
TR_Map1.esm 11/29/2008 (01:28)
Owner
terrain_rock_wg_10
Sea of Ghosts Region (30,20) 247890 166270 -1251
"This isn't flush with the ground"
---
2/21/2010 (00:18)
TR_Map1.esm 11/29/2008 (01:28)
Owner
terrain_rock_wg_11
Sea of Ghosts Region (30,20) 247737 171141 -1457
"This isn't flush with the rock below it."
---
2/21/2010 (00:49)
TR_Map1.esm 11/29/2008 (01:28)
Owner
cavern_spore00 Ravalas Cavern 5667 3685 10007
"How am I to get out of this pit without levitation magic?"
---
2/21/2010 (00:51)
TR_Map1.esm 11/29/2008 (01:28)
Owner
in_mold_rock_11 Ravalas Cavern 5277 5689 10414
"How am I to leave this cavern at all without levitation magic?"
---
2/21/2010 (01:27)
TR_Map1.esm 11/29/2008 (01:28)
Owner
in_t_root_wrap_02
Port Telvannis (41,17) 342794 141664 528
"The end of this facing the me as I walked up does not have a cap on it."
---
2/21/2010 (11:48)
TR_Map1.esm 11/29/2008 (01:28)
Owner
ex_ashl_door_02
Telvanni Isles Region (44,20) 364713 169850 341
"I can see through some of these doors- they arent properly placed."
---
2/21/2010 (12:05)
TR_Map1.esm 11/29/2008 (01:28)
Owner
flora_t_mushroom_02
Telvanni Isles Region (37,17) 309529 143878 2514
"This isn't attached to anything"
---
2/21/2010 (12:29)
TR_Map1.esm 11/29/2008 (01:28)
Owner
ex_dwrv_boulder00
Bthzundcheft, Hall of Towers 6207 1809 2518
"This is kinda hard to navigate through"
---
2/21/2010 (12:55)
TR_Map1.esm 11/29/2008 (01:28)
Owner
in_velothismall_ndoor_01
Nerendus Ancestral Tomb 3584 2752 14016
"Another *only way out* problem - what if I cant unlock this door?"
---
2/21/2010 (13:05)
TR_Map1.esm 11/29/2008 (01:28)
Owner
ex_cave_entrance_bc_01
Boethian Mountains Region (34,12) 281046 102735 3972
"This isn't flush with the ground."
---
2/21/2010 (23:22) TR_Map1.esm 11/29/2008 (01:28) Owner TR_furn_de_r_bkend Nassudan 3427 5693 12689 "This and the hood both have a weird glow thing around their icon..."
2/21/2010 (22:30)
TR_Map1.esm 11/29/2008 (01:28)
Owner
terrain_rock_ac_09
Molagreahd Region (22,8) 183792 73539 1101
"This rock and the one next to it dont touch the ground."
---
2/21/2010 (22:44)
TR_Map1.esm 11/29/2008 (01:28)
Owner
Com_Sack_02_Gold_05
Baelkashpitu (23,17) 191432 144205 264
"Yet another, no magic, no leaving area."
---
2/21/2010 (22:47)
TR_Map1.esm 11/29/2008 (01:28)
Owner
TR_m1_w_ebony_dagger_cursed
Baelkashpitu, Shrine 4562 7005 12715
"This is just an ordinary ebony dagger, that also cauterizes your arteries..."
---
2/21/2010 (23:15)
TR_Map1.esm 11/29/2008 (01:28)
Owner
crate_de_floater Pahunsabi 1202 2198 12712
"This pits hard to get out of"
Nethellus

Post by Nethellus »

A couple of small things:

Telvanni Isles Region (16,27) 134761 222721 199
There is a sharp seam between the different ground textures at this location.

Sea of Ghosts Region (14,23) 120178 190204 66
There is a whole row of strange pyramid shaped hills and holes at this location.


I saw some other pyramids as well, but they were already reported elsewhere in this thread. =)
Gforcebond

Post by Gforcebond »

Not sure if this is in map 1 or map 2 but here is what i found.

http://i12.photobucket.com/albums/a229/Gforcebond/ScreenShot110.jpg

http://i12.photobucket.com/albums/a229/Gforcebond/ScreenShot111-1.jpg
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gro-Dhal
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Post by gro-Dhal »

Er guys why does Erdlan Galelan at the Tel Ouada Guar Farm have a clone?

Specifically there's a TR_m1_q_Erdlan_FG in his shack, and a TR_m1_Erdlan_Galelan outside. I'm guessing they're not supposed to both exist at the same time.

Is this the lamest dragon break ever or what
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Post by RelinQ »

This is an NPC error, I'll post a resolution in the appropriate thread.

Here:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=291599#291599
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Post by The Greatness »

Cell: Bal Oyra, Ilnori Pelelius' Home
Loaction: To the right of the door.
Error: There are two potted plants inside of each other.

I just checked and it's not fixed in TR_Mainland.
Warning: may contain large amounts of sarcasm.

Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
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Post by blade117 »

9/2/2010 (19:45) TR_Map1.esm 11/12/2002 (02:55) Ry ex_de_docks_steps Molagreahd Region (21,19) 175592 157739 1255 "This is floating"
--------
9/2/2010 (19:45) TR_Map1.esm 11/12/2002 (02:55) Ry ex_de_docks_steps_01 Molagreahd Region (21,19) 176303 158445 1723 "this is too"
Short beta comment, I had more, but i might have deleted it accidentally. Hope it helps.

-Blade117

fixed by arvisrend
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Post by arvisrend »

EDIT: More bugs added.

This is my first post, so I'm sorry if some things here belong to another thread actually. Also, not all of these are actual bugs - some are just my opinions, and I absolutely don't expect the game to be tailored for my taste. All bugs are from map1.

furn_imp_altar_01 Firewatch, Imperial Chapel 117 133 -384 "There are two Imperial Cult altars here, but only one is an activator. Shouldnt they both be in order to be less confusing to the player?"

TR_m1_FW_gateI2_door Firewatch (17,15) 144704 126432 372 "The whole place around here looks damn barren. Maybe some training stuff for the garrison wouldnt hurt, such as dummies or weapon racks? (As for me, I would prefer trees or plants, but I guess this would be too much a deviation from what this place is supposed to look like.)"

apparatus_m_mortar_01 Nassudan 3164 5632 12698 "BALANCING: Isnt this too easy to get? I guess I could walk here with level 5."

TR_m1_FW_gateI2_door Firewatch (17,15) 144704 126432 372 "Maybe the message should explicitly tell WHY the gate is barred. Everyone playing post-2003 CRPGs is used to town gates closing at night, but I suppose you want to make TR accessible to those whose computer is just enough for Morrowind, as well as those who find playing anything that came out after MW a waste of time."


Kudos and keep up the great work!

More bugs:

in_moldcave_form20 Dunada-Nammu 5506 510 14118 "one can get stuck between this pillar..."
in_mold_rock_01 Dunada-Nammu 5611 667 13851 "... and this one"

ex_cave_entrance_wg_01 Molagreahd Region (20,21) 168051 178324 433 "floater"

ex_de_docks_steps Molagreahd Region (21,19) 175592 157739 1255 "floater"

ex_de_docks_steps_01 Molagreahd Region (21,19) 176303 158445 1723 "moar floater"

ex_de_docks_steps_01 Molagreahd Region (21,19) 176833 158978 1728 "and another one"


Missing pathgrids in Hesadsadshamallu make the enemies try to run across the altars, quite to the advantage of the player.
Last edited by arvisrend on Tue Jun 05, 2012 3:55 pm, edited 6 times in total.
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Post by arvisrend »

A matter of balancing: Creature centurion_projectile can appear as early as at player level 8 in various places across the Telvanni Islands via the TR_LC_EscapedMonster leveled lists. I doubt it is survivable, let alone slayable on level 8. It used to be an outstandingly hard encounter in Tribunal already and I have troubles with it on level 33. It is considered a weak opponent because it is bad at aiming (most times its arrows miss the player), but WHEN it hits the player it can make over 100 damage at once through my armor of AR 118. And it hits fast, so there is no time for an Exclusive Health Potion to heal all the damage before the next shot. [EDIT: As of 2012, it is no longer in TR_LC_EscapedMonster. I am unsure whether it should be in any other leveled list save for real high-level places, but this is more subjective.]

I would propose making a "stunted" version of this enemy for TR: Remove all arrows from its inventory and remove the "replenishammo" script as well, so that it can only fight in melee. It DOES have a melee animation (which most players probably have never seen because in Tribunal, these things have a script replenishing their ammo, so they never have to get into melee), and its melee damage is rather well-balanced. Don't know whether it's well-balanced for level 8 players, but at least it won't kill me on level 33 just by having three subsequent lucky shots.

EDIT: Oh, and there is a similar problem with skeleton archers (why are the archers always the worst balanced things in game?). I am talking about those that shoot paralysis arrows. Normally, the tactic is to stand around and wait until they run out of arrows, because the arrow damage is not particularly high. It becomes a problem, however, when some other enemy in the dungeon smells blood and joins; this can sometimes happen in your ancestral tombs. I don't know whether it's reason enough to remove these paralysis arrows from the skeleton leveled lists; I, personally, would do it.

EDIT2: TR_Armor_Centurion_05 is something I would reserve for bosses as well - having two of them attacking at once is fatal. Again, their worst (and most random) attacks are the ranged ones; the melee ones are ok.
Last edited by arvisrend on Mon Apr 23, 2012 3:04 pm, edited 1 time in total.
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Post by arvisrend »

flora_bc_moss_08 Shasharanit 4555 3732 15365 "Such a nice place, and nothing hidden here."

ex_dae_ruin_entry.max Baelkashpitu (23,17) 191601 143546 629 "Since you are assuming that the player knows how to levitate anyway, why not hide something atop of the shrine entrance?"
Last edited by arvisrend on Mon Aug 27, 2012 8:42 pm, edited 4 times in total.
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Post by arvisrend »

It is irritating that the Firewatch gates only open if it is daytime AND the player has changed the cell. So, for example, if I teleport to Firewatch at night and wait until day, the gates are still barred. This can be solved rather easily by editing the scripts whose names have the form TR_m1_FW_gate*_lock_script (for different values of *). Let me show it on script TR_m1_FW_gateI1_lock_script:

You have to put this code

Code: Select all

    ;unbars and opens the door if it's daytime but
    ;the door is still barred (because the player has
    ;not changed cells since night)
    if ( GameHour < 22 )
        if ( GameHour > 6 )
            TR_m1_FW_gateI1_bar_01 -> disable            ;disables the bar on the door
            TR_m1_FW_gateI1_bar_02 -> enable            ;enables the bar near the wall
            set "TR_m1_FW_gateI1_bar_01".state to 1        ;sets the state of the bar to "near the wall"
        endif
    endif
at the beginning of the "if ( OnActivate == 1 )" block. So it should look like this:

Code: Select all

[...]
if ( OnActivate == 1 )
    ;unbars and opens the door if it's daytime but
    ;the door is still barred (because the player has
    ;not changed cells since night)
	if ( GameHour < 22 )
		if ( GameHour > 6 )
			TR_m1_FW_gateI1_bar_01 -> disable			;disables the bar on the door
			TR_m1_FW_gateI1_bar_02 -> enable			;enables the bar near the wall
			set "TR_m1_FW_gateI1_bar_01".state to 1		;sets the state of the bar to "near the wall"
		endif
	endif
	if ( "TR_m1_FW_gateI1_bar_01".state == 0 )		;checks if the bar on the door
		messagebox "The gate is barred."
		return
	else
		set moving to 1		
	endif
endif
[...]
If Morrowind's script compiler is not totally idiot, this should not slow down the script.
The only problem with this script is that the gate bar is moved "abruptly". Maybe I could fix this as well but this would take some more work, which many players wouldn't even notice... and it comes at cost of performance (gamemode scripting). Please tell me if you consider this relevant to TR.

Oh, and there is another bug with the gates: When I close a town gate, then quickly go into an interior cell while the gate is being closed, and then get out again, then the gate stops at a wrong Z-angle ("wrong" as in "not a multiple of 90°"). This could be fixed by additional code in the "if ( CellChanged == 1 )" clause: If moving == 1 (means, the gate is moving) and state == 1 (means, the gate was open at the beginning of the move) then setangle Z 0 (or whatever angle means "gate closed" - this depends on the gate), set timer to 0, set doOnce to 0, set state to 0, set moving to 0. I can do this but, again, only if you consider this a relevant issue; adding stuff in the "if ( CellChanged == 1 )" clause MIGHT be of a slight disadvantage to performance.

[2012 edit: Fixed, but did not make the bar move smoothly: too much work for too little use.]

Here are two more notes about places where I would have expected some nicely hidden loot, but there was none. Do you want such "bug reports"?

10/6/2010 (01:18) TR_Map1.esm 11/29/2008 (09:28) skraeling in_mold_rock_04 Pahunsabi 2978 1246 13189 "Some chests/crates could be hidden under these stairs."

10/6/2010 (01:41) TR_Map1.esm 11/29/2008 (09:28) skraeling in_mold_rock_23 Pahunsabi, Bandit Base 2057 2830 10858 "nothing useful here? i am disappoint"

EDIT: More floaters:

10/6/2010 (02:55) TR_Map1.esm 11/29/2008 (09:28) skraeling ex_t_root_xl_02 Molagreahd Region (20,22) 165765 186219 1537 "floater (the leg that stands in the sea)"

Fixed by arvisrend - 27 Apr 2012
Last edited by arvisrend on Sat Apr 28, 2012 1:18 am, edited 2 times in total.
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Re: BSA

Post by arvisrend »

10/6/2010 (19:48) TR_Map1.esm 11/29/2008 (09:28) skraeling ex_cave_door_01 Boethian Mountains Region (24,11) 197179 97436 2383 "This door bleeds with a rock. How it is supposed to open? Besides there is no rock from the other side."

TR_Map1.esm 11/29/2008 (09:28) skraeling in_dae_rubble_04a Lambinatha, Inner Sepulcher 32 -5024 -256 "When a winged twilight spawns here she cant move. As for me I would simply remove the monster spawner next to this; too many monsters around here."

TR_Map1.esm 11/29/2008 (09:28) skraeling in_cavern_stairs00 Tansumiran 4544 4832 10304 "Hasilius Brahn, a quest relevant NPC, often falls from these stairs into the water and it takes him a lot of time to get out. Should be secured in some way."

TR_Map1.esm 11/29/2008 (09:28) skraeling in_mud_rock_03 Dadadrome 827 3775 11740 "These stone stairs are pretty hard to get down (the player makes spastical movements when on the stairs) and impossible to get up on. I had to use levitation to get up."
[Oh, I see this has been mentioned in the first post on this page.]

10/7/2010 (19:38) TR_Map1.esm 11/29/2008 (09:28) skraeling Terrain_rocks_GL_02 Boethian Mountains Region (32,12) 262611 99192 781 "floater (look from the side of the hackle-lo bush)"

10/7/2010 (20:35) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_wg_10 Sea of Ghosts Region (28,21) 237251 179231 1246 "floater"
Last edited by arvisrend on Sun Apr 29, 2012 10:35 pm, edited 5 times in total.
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Post by arvisrend »

Another shipment of fail approaching... EDIT: now with 30% more fail.

10/8/2010 (00:50) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_wg_18 Tel Ouada (24,18) 199392 149897 915 "slight floater"

10/8/2010 (00:58) TR_Map1.esm 11/29/2008 (09:28) skraeling Terrain_rocks_GL_03 Ranyon-ruhn (27,12) 224447 100597 3393 "This static is a slight floater and covers an identical static. Should be deleted, I guess."

10/8/2010 (00:59) TR_Map1.esm 11/29/2008 (09:28) skraeling Terrain_rocks_GL_03 Ranyon-ruhn (27,12) 223521 101410 3386 "This static also covers an identical static. Is there some doubling bug in Ranyon-Ruhn?"

10/8/2010 (22:00) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_gl_12 Molagreahd Region (31,10) 260334 88563 567 "I just had a dreugh spawn here, on land, near this rock. What happen?"

10/8/2010 (23:51) TR_Map1.esm 11/29/2008 (09:28) skraeling TR_Terr_TI_Cliff_45ol Urlis Rock (19,27) 155840 227776 1088 "Floater. (Do you think some player will NOT try levitating to the peak of this isle?)"

10/8/2010 (23:52) TR_Map1.esm 11/29/2008 (09:28) skraeling TR_Terr_TI_Cliff_90ol Urlis Rock (19,27) 156699 228444 448 "Floater as well"

10/8/2010 (23:53) TR_Map1.esm 11/29/2008 (09:28) skraeling TR_Terr_TI_Cliff_90ol Urlis Rock (19,27) 156971 225744 384 "Another floater"

10/13/2010 (02:09) TR_Map1.esm 11/29/2008 (09:28) skraeling Terrain_rocks_GL_03 Molagreahd Region (19,14) 158892 121259 2072 "floater, when looked at from northern side"

10/13/2010 (02:11) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_gl_10 Molagreahd Region (20,14) 169465 115824 3408 "floater, when looked at from southern side"

10/13/2010 (02:11) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_gl_10 Molagreahd Region (20,14) 171240 115189 2510 "floater, when looked at from southern side"

10/13/2010 (02:45) TR_Map1.esm 11/29/2008 (09:28) skraeling in_t_housepod_door_exit Port Telvannis, Calpin Drest: Weaponsmith 4160 3776 15344 "When I exit through this door, I end up stuck on the stairway."

not fixed but migrated into a different topic: 10/13/2010 (17:02) TR_Map1.esm 11/29/2008 (09:28) skraeling in_t_root_wrap_01 Port Telvannis, Telvanni Council House: Entrance 5758 6111 11737 "Beautiful stairway, but with a very strange collision geometry. I have troubles getting up without gliding down to one of the sides and falling down."

10/13/2010 (17:34) TR_Map1.esm 11/29/2008 (09:28) skraeling Terrain_rocks_WG_04 Boethian Mountains Region (24,11) 201287 97865 1793 "Another rock exposing its bottom to the western side."

10/13/2010 (21:57) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_wg_10 Boethian Mountains Region (29,12) 238650 102366 3870 "Floater"


10/13/2010 (23:59) TR_Map1.esm 11/29/2008 (09:28) skraeling light_dae_censer Yashazmus, Shrine 510 -2846 -682 "I am somewhat disappointed about this cell. It looks great but it contains almost no secrets. No doors in the ceiling, submerged altars in the water, traps or puzzles. This is bitching around actually, but if you are reworking this interior, maybe you could consider adding in some less obvious stuff..."

EDIT: new ones:

10/14/2010 (16:14) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_ac_09 Molagreahd Region (22,9) 187308 73772 937 "obvious floater is obvious"

10/14/2010 (16:14) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_ac_09 Molagreahd Region (22,8) 187457 73644 750 "this one is a bit less obvious"


10/14/2010 (15:35) TR_Map1.esm 11/29/2008 (09:28) skraeling TR_In_Telvanni_L_door03 Port Telvannis, Telvanni Council House: Chambers -651 6400 12775 "When I exit this room with levitation active (i. e., almost always, because levitation is automatically activated when one steps on the platform of rising), I am almost completely stuck."

10/14/2010 (14:12) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_ac_11 Telvanni Isles Region (44,20) 362870 164977 720 "floater (look at it from the NE side)"
Last edited by arvisrend on Sat Jun 02, 2012 9:53 pm, edited 6 times in total.
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More bugs

Post by arvisrend »

10/26/2010 (18:14) TR_Map1.esm 11/29/2008 (09:28) skraeling terrain_rock_wg_10 Boethian Mountains Region (29,8) 241416 66864 2524 "floater"

10/27/2010 (22:21) TR_Map2.esm 11/29/2008 (22:37) skraeling in_py_rock_26 Helnim Kwama Mine 944 2176 160 "Cave is too narrow to pass through (for altmer, at least) at this point. There is no other way either (caved in). Is this supposed to change with some quest?"
Last edited by arvisrend on Sun Apr 29, 2012 1:55 am, edited 2 times in total.
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Re: More bugs

Post by arvisrend »

This is my last big bunch of bugreports until the next TR release - although I will probably continue reporting some minor flaws here and there, I am done with most of the quests and I don't want to do too much on map 2 before the quested version comes out.

Chances are high that some of the floaters in the following lists have already been reported here, for a good part by myself. Sorry in that case.

11/13/2010 (02:51) TR_Map1.esm 11/29/2008 (08:28) skraeling terrain_rock_wg_17 Sea of Ghosts Region (24,21) 196678 178187 381 "floater"

TR_Map2.esm 11/29/2008 (21:37) skraeling Terrain_rocks_GL_03 Boethian Mountains Region (35,7) 286971 64634 193 "another very obvious floater"

TR_Map1.esm 11/29/2008 (08:28) skraeling ex_dae_door_load_oval Yashazmus, Outer Halls -480 5856 2217 "Come on, NOTHING hidden here or behind this door? Its probably the hardest to find place in the whole ruin... at least I want a lousy t-shirt."

TR_Map2.esm 11/29/2008 (21:37) skraeling terrain_rock_wg_05 Boethian Mountains Region (33,5) 275561 41260 2270 "floater"

TR_Map2.esm 11/29/2008 (21:37) skraeling terrain_rock_wg_15 Boethian Mountains Region (36,4) 298917 34026 938 "This rock, and the two flora_grass_01s near it, float. This is best seen if you look from the northern side, at a distance."


11/13/2010 (15:33) TR_Map2.esm 11/29/2008 (21:37) skraeling Terrain_rocks_AI_01 Boethian Mountains Region (39,4) 320461 39790 1074 "The region here is called Sea of Ghosts region. I am not the most lore-proficient one here but could you check whether this is really supposed to be the Sea of Ghosts? I thought I'm in the Inner Sea."

I don't understand Pamashibabua Cavern. This place has, apart from the random daedra and the shining evil red face, nothing to see. Technically there is a nice ring hidden (TR_m2_ring_lightspeed), but it is hidden under a rock and not avaliable without cheating. Is this cave yet to be completed? (What do you think about hiding this ring in one of those red glowing eyes of the statue? Along with something else in the other eye?)

11/13/2010 (22:56) TR_Map2.esm 11/29/2008 (21:37) skraeling in_t_housepod_2flr_stair Helnim, Tel Narrusa: Lord's Laboratory 3429 4107 13608 "Nothing hidden here? Can't believe that..."

TR_Map2.esm 11/29/2008 (21:37) skraeling Terrain_rocks_GL_03 Helnim Fields Region (28,-1) 230598 -7508 430 "mass floating"

11/13/2010 (23:22) TR_Map2.esm 11/29/2008 (21:37) skraeling TR_terr_WG_Cliff_03 Boethian Mountains Region (32,-4) 269313 -30366 -70 "floater (look from W)"

11/13/2010 (23:24) TR_Map2.esm 11/29/2008 (21:37) skraeling terrain_rock_wg_14 Boethian Mountains Region (33,-3) 273678 -22661 4473 "floater (look from south)"


The only door out of cell Hassulsallusalkit, Shrine: Sunken Vaults is locked 100. Don't know if this is intentional.
[So it's 50 now, but that's not what I meant. Why should exit doors be locked at all?]

TR_Map1.esm 11/29/2008 (08:28) skraeling In_DE_LLshipdoor_Large Entrenched Shipwreck 3928 4877 11962 "This door teleports me to a spot where I'm completely stuck with my head in the ceiling (note: I'm an altmer, which is the highest race)"

TR_Map1.esm 11/29/2008 (08:28) skraeling terrain_rock_ac_03 Telvanni Isles Region (42,12) 348303 104371 1767 "floater"

TR_Map1.esm 11/29/2008 (08:28) skraeling terrain_rock_ac_12 Telvanni Isles Region (42,12) 345433 106490 2611 "floater (+ it submerges another rock beneath it)"

TR_Map1.esm 11/29/2008 (08:28) skraeling Terrain_rocks_WG_02 Aegondo Point (26,20) 217193 166693 2965 "this rock has a sharp edge (look from north)"


11/15/2010 (19:40) TR_Map1.esm 11/29/2008 (08:28) skraeling Ex_T_menhir_L_01 Telvanni Isles Region (45,16) 371662 137999 2227 "these seriously need some variation..."

11/15/2010 (20:33) skraeling cliff racer_diseased00000800 Beranus Cavern 4105 -2785 10387 "Not that I find a cliffracer in a cave a bad idea. But this one bleeds with the ceiling. Maybe make the room higher? As in, MUCH higher." (the cliffracer comes from a wilderness leveled list)

11/15/2010 (20:47) TR_Map2.esm 11/29/2008 (21:37) skraeling TR_cr_cephalopod_big00000018 Telvan Grotto 2886 -90 14731 "This critter might be too giant for his own good. Rather than attacking me or just swimming, it spastically changes its angle. It might also be that the stalagtites and stalagmites in this cave with their collision keep him stuck."

TR_Map1.esm 11/29/2008 (08:28) skraeling ex_t_root_bridge_01 Llothanis (33,10) 272752 85596 1191 "This thing has a sharper edge at its lowest end (caspering)"
Last edited by arvisrend on Mon Aug 27, 2012 8:58 pm, edited 10 times in total.
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Re: More bugs

Post by arvisrend »

A few more...

11/23/2010 (19:23) TR_Map1.esm 11/29/2008 (08:28) skraeling ex_cave_door_01 Boethian Mountains Region (29,8) 243263 67541 2411 "This door doesn't teleport you anywhere." [apparently removed in mainland.esm]

11/23/2010 (19:35) TR_Map2.esm 11/29/2008 (21:37) skraeling terrain_rock_wg_09 Tel Mothrivra (33,3) 277468 31762 3026 "dramatic floater is dramatic"

11/19/2010 (17:16) TR_Map2.esm 11/29/2008 (21:37) skraeling terrain_rock_gl_12 Helnim Fields Region (26,2) 217624 17538 726 "floater"


11/19/2010 (17:29) skraeling TR_bonelord_greater00000000 Aviroth Ancestral Tomb 3951 1634 15170 "He can spawn directly behind the door and thus prevent it from opening"
Last edited by arvisrend on Mon Apr 30, 2012 12:41 am, edited 4 times in total.
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Post by immortal_pigs »

Just a minor error that always bugged me;

In Alt Bosara, there are both a boat AND a river strider.
But only one of the two offers transportation.
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Post by Katze »

Presumably the boat would go to Necrom. There are no riverstriders there.
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Post by SeriesFive »

Of floating rocks and flora and a couple of other things:

3/9/2011 (01:07) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_terr_WG_Cliff_05 Mephalain Mountains Region (22,-5) 185509 -40502 -1495 "this rock shows its underbelly"

3/9/2011 (01:10) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Inner Sea Region (21,-4) 179042 -27889 -1425 "here's a gap in the bottom of the sea"

3/9/2011 (01:19) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_gl_12 Helnim Fields Region (23,-4) 191043 -25780 3280 "here's a gap in the ground"

3/9/2011 (09:21) HP_Besitzer TR_cr_tully00000002 Boethian Mountains Region (29,0) 239738 4643 790 "the tully looks like a sea creature, what's it doing on a mountain?"

3/9/2011 (10:07) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_07 Boethian Mountains Region (31,-3) 258169 -16434 1629 "gap in the landscape"

3/9/2011 (10:08) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_12 Amthuandz Excavations (30,-2) 251675 -9768 2065 "caspering rock"

3/9/2011 (10:13) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer furn_de_signpost_01 Boethian Mountains Region (31,-2) 257548 -10206 179 "this signpost looks a bit lonely, doesn't it?"

3/9/2011 (13:49) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_05 Helnim Fields Region (27,2) 222192 21375 1244 "caspering rock"

3/9/2011 (14:13) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_ex_Com_2Window_01 Helnim (25,1) 209904 12375 865 "window is a bit too flush to the wall, flickering when seen from a distance "

3/9/2011 (15:13) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer flora_kreshweed_02 Boethian Mountains Region (30,0) 248820 3932 1178 "floating flora"

3/10/2011 (09:36) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_m2_O_Semis_Arenim00000000 Basarnud 2327 2697 14360 "in the cave one out of three npc attack, two are friendly. Seems at least unusual"

3/10/2011 (09:45) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_07 Boethian Mountains Region (31,-4) 254057 -31865 4029 "gap in the landscape"

3/10/2011 (10:09) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer Misc_Uni_Pillow_02 Mu-Serrudan 4222 2953 13917 "I believe this pillow misses a bedroll"

3/10/2011 (10:25) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_12 Mephalain Mountains Region (33,-6) 274250 -41904 2566 "texture-seam doesn't fit"

3/10/2011 (10:30) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_12 Boethian Mountains Region (34,-5) 281531 -37332 1255 "this ruin seems a bit lonely outside, no one is around"

3/10/2011 (14:32) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer in_cavern_stairs00 Harru Cavern 3932 3370 12926 "get stuck here cannot use the stairs"

3/10/2011 (17:20) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Boethian Mountains Region (34,-5) 280239 -39327 1540 "gap in the landscape"

3/14/2011 (13:58) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_furn_shrine_Alma_cure_01 Massapi 3551 2588 11067 "spell affects shrine itself not pc"

3/15/2011 (22:26) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_16 Adurin-Ouaka (32,-1) 265532 -80 212 "floating"

3/16/2011 (09:40) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_17 Boethian Mountains Region (31,0) 259291 6522 1074 "rock floats"

3/16/2011 (10:09) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Boethian Mountains Region (31,2) 254012 19883 2157 "floating rock"

3/16/2011 (10:26) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer flora_kreshweed_02 Boethian Mountains Region (30,2) 250229 20202 3870 "floating flora"

3/16/2011 (10:29) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_water_SqFlow1024 Boethian Mountains Region (30,3) 249843 27539 2084 "overlapping water"

3/16/2011 (10:32) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_water_SqFlow1024 Boethian Mountains Region (30,3) 249843 27539 2084 "overlapping water"

3/16/2011 (13:31) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_10 Boethian Mountains Region (24,3) 198972 31103 2749 "floating rock"

3/17/2011 (10:38) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_18 Lake Boethiah (35,-3) 293704 -19730 3410 "floating rock"

3/17/2011 (13:21) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_17 Boethian Mountains Region (35,-1) 291151 -3620 2195 "floating rock"

3/17/2011 (14:30) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer Terrain_rocks_WG_01 Boethian Mountains Region (33,-1) 278174 -3923 -472 "underwater - floating rocks and flora"

3/17/2011 (14:32) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer light_com_lantern_02_64 Trapped Shipwreck,Cabin 12 -265 -416 "this travel lantern should be off since it is underwater"

3/17/2011 (14:39) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer Terrain_rocks_WG_04 Boethian Mountains Region (35,-1) 292200 -5003 1113 "floating rock"

3/17/2011 (14:41) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_wg_17 Boethian Mountains Region (35,-1) 291151 -3620 2195 "floating rock"

3/17/2011 (15:24) HP_Besitzer TR_slaughterfish_dis00000009 Boethian Mountains Region (36,1) 299435 14822 418 "slaughterfish on land"

3/17/2011 (17:19) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_m2_samkey1 Samursi -8063 34 -1830 "why do I get a kind of shrine message"

3/17/2011 (20:14) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer flora_grass_01 Boethian Mountains Region (39,3) 324369 31547 2209 "floating flora"

3/17/2011 (20:16) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer terrain_rock_ai_03 Boethian Mountains Region (39,3) 322833 32386 2740 "floating rock"

3/17/2011 (20:20) TR_Map2.esm 11/29/2008 (21:37) HP_Besitzer TR_m2_horror_daedra_head Pamashibabua Cavern -679 -2341 2904 "this looks incredibly cheesy - just a taste thing I guess..."
TheUnending
Developer
Posts: 202
Joined: Sun Jun 13, 2010 3:59 pm
Location: Arcane University

Post by TheUnending »

Cell: Molagreahd Region(20,21)

Location: 171792, 177608, 2080 [0, 0, 315](ex_de_docks_steps)

Picture Link: http://i760.photobucket.com/albums/xx247/TheUnendingDark/TR_error_location3.jpg

Error: Steps(dock steps) are a little high so that when going down on either side of the rocky area you have to jump(not high, just slightly.. like acrobatics 2-5 maybe height) to get on the stairs to go down. This is just a minor error, but its big enough that it could shake people from enjoying the mod to its full potential(I can go into a long explanation of how, but I'd rather not bore you all).

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

Cell: Firewatch Census and Excise Office.

Location: The man right in-front of you when you walk in the door from the docks area.

Error: I am unsure if this has been brought to your attention yet, but when speaking to this man about silt striders he talks about how they are used on Vvardenfell and then lists locations that are only on Vvardenfell. Is this a dialogue error or did I miss some part of the dialogue that he speaks?

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

Cell: Boethian Mountains Region(23,16)

Location: 194107, 137689, 2075 [0, 0, 52](de_p_chest_02_pos5)

Picture Link: http://i760.photobucket.com/albums/xx247/TheUnendingDark/TR_error_location2.jpg

Error: A 'Guide to Aldruhn' in one of the containers in this camp. Correct me if I'm wrong but, a scroll of 'Guide to Aldruhn' does not fit in this area unless I'm behind no the times or not in the loop. After reviewing this error for myself in the TESCS, it seems its just an error with the 'random pos' or 'random possession' in the chest.

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

I'll keep looking for those ever present pesky errors :D.


~TheUnending(Shadomis)~
~The Hawk-Eyed Morrowind Player~

P.S. Sorry Thrignar for me posting this in the wrong forum earlier.
"*Sips Coffee*"

"The only sure way of taking over the world without your plans being ruined at the eleventh hour by some nosy kid... steal everyone's shoes..."
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

From #tamriel:

[16:24] oktane: near Gah Quadraruhn (llothanis) on 10 metres from the west entrance there is a slaughterfish

He says there is a fish ninjamonkey in the CS. I am not sure whether this persists in the current version of mainland, though.
Lord Torell
Member
Posts: 6
Joined: Fri Apr 29, 2011 10:05 pm
Location: In the depths of insanity!!!

Post by Lord Torell »

Whoops, almost left this in the wrong place.
7/30/2011 (09:34) TR_Map1.esm furn_imp_flag_01_indoor Firewatch, Census and Excise Offices 384 63 -320 "In Firewatch's Census and Excise office, this flag seems to make the items on the table upstairs inaccessable. What's interesting to note, though, is that they still pop up when I move my cursor over them in the Console. I knew I saw this in Firewatch somewhere; I finally remembered where."
School teaches one to learn, but to think, one must learn for oneself.
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Hayabusa153
Developer
Posts: 29
Joined: Mon Aug 01, 2011 3:14 am

Post by Hayabusa153 »

Cell: Boethian Mountains Region 31, -1
error1: Terrain_rocks_WG_03 ( at X: 255302.594 Y: -7627.640 Z:193.222) is too high causing the underside to be visible.
error2: a kresh weed just next to this rock is floating.
error3: another kreshweed just northeast of here is floating as well.
error4: the flora_tree_wg_04 (at X: 257758.422 Y: -5966.935 Z: 564.617) has a root jutting out of the ground causing a one way visible situation.

These errors seem to be the result of someone smoothing the ground too much causing it to go lower than desired.
I tried not to use the signature box but it was so big and rectangular!
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