Obsolete TR_Mainland World bugreports

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Tealpanda
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Post by Tealpanda »

terrain_rock_gl_01 Mephalain Mountains Region (24,-15) 198429 -121392 1320 "floating"

flora_hackle-lo_02 Alt Orethan Region (25,-16) 207198 -123518 263 "floating"

terrain_rock_wg_10 Alt Orethan Region (27,-22) 221601 -176800 1193 "floating"

in_MH_doorjamb_02 Boethian Mountains Region (22,-9) 187072 -67966 4246 "Door is missing. I can come out of the building here, but not re-enter."

Also, Map 3 is awesome!
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Post by arvisrend »

[url=http://forums.bethsoft.com/topic/1380688-relz-tamriel-rebuilt-sacred-east-10-2/page__view__findpost__p__21121131]Blouge on the official forums[/url] found some dirtiness in Mainland and Data.

Some of it I've already cleaned out, some is still there. I don't know how safe it is to clean out dialogue, but I think the junk cells can go (except for "Arrow, Cabin" and "Balmora, MG" which I've already removed), and so can the changes to "TR Testing Cell" in Mainland. I can do so when I get the file.

---

There are a couple of uses of levlists ex_shore_cliffracer_lev+0 and ex_shore_cliffracer_lev+2 in TR lands. These contain blighted creatures and should be replaced by ex_shore_cliffracer_lev-2.

Also, ex_grazelands_lev+0 appears in Helnim Fields. The list contains daedra and blighted creatures.

ex_sheogorad_lev+2 appears in Alt Orethan and, again, has blight.
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Post by arvisrend »

Reported by two people in http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23562 :

In cell "Ranyon-Ruhn, The Dancing Jug", there are 2 beds. One of them is behind a door with lock 30. This bed should get an ownership variable TR_m1_Rent_Dancing_Jug. And so should the door.
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Post by arvisrend »

Tattimatonen wrote:Cell: 2 cells south and one west from Nethril Plantation.
Location: On the west side of the road south from the Plantation on a hillside, a mushroom is floating.
Error: Floating mushroom

Found this thing finally. Flora_emp_parasol_03 in cell 31, -21, coordinates X=260340 etc.


Three more bugs from me:

flora_t_mushroom_02 Telvanni Isles (37,17) 309529 143878 2514 "floats"

ex_t_bigroot_02 Telvanni Isles (37,17) 304874 146696 1632 "roots casper slightly"

terrain_rock_wg_12 (coordinates X=238250, etc.) in cell 29, -12 caspers.
OldFashionedGuy wrote:6/7/2012 (18:55) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-10) 243786 -80198 246 "caspering"
6/7/2012 (18:55) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-10) 243354 -79136 246 "caspering"
6/7/2012 (18:59) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_05 Mephalain Mountains Region (29,-10) 238850 -80286 629 "caspering"
6/7/2012 (19:00) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-11) 244406 -87142 1494 "caspering"
6/7/2012 (19:02) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_05 Mephalain Mountains Region (28,-12) 234635 -91868 -411 "clipping"
I can't reproduce any of these. Someone fixed them and forgot to bold them out? Or am I just blind? Or did OFG use rock replacers?
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Post by arvisrend »

Haplo, can I have the file again?
Last edited by arvisrend on Fri Jul 20, 2012 10:42 am, edited 3 times in total.
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Post by Haplo »

I haven't had the file.
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Post by Ashstaar »

I have noticed that some of the interiors DO NOT HAVE PATH GRIDS but have mobile npc/creatures in them. Here are some of them:
Tristen
Theras Ancestral tomb
Surimentu (npc bandits also have no wander, not having wander even if set at 0 removes most all body animation, may be how it's wanted but kind of lifeless)
Talmahre cavern (no life here, intentional?)
Baan Urlai (no life here, just dead npc's)
Veri Ancestral tomb (no life/creatures)
Vallen-Dun Eggmine
Tulesmath (empty, ok maybe)
Tomaril Manor, manor house
Tomaril Manor, reception hall and slave quarters
Shasharanit (the Parastylus has no AI package as is the case with some of the other TR creatures)
Romithren Monastery, library (npc has wander at 512)

These are just some I noticed. There may be more for someone to check.
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Post by Ashstaar »

These land tears still exist from before:
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Post by arvisrend »

Missing cells in m3a4east:

landtear1.png == missing cell 19,-15, missing in all files known to me (I've checked the Mainland of 21 Apr 2012 and three old versions of m3a4east), possibly never made.

landtear2.png and landtear3.png == missing cells 17,-17 and 18,-17, missing in current version of Mainland, missing in 4 Apr 2012 Mainland, but present in [url=http://dl.dropbox.com/u/75536686/TR_Mainland.rar]Nemon's 19 Jun file[/url]. I thought tes3cmd accidentally cleaned it out, but no, at least it doesn't when I try cleaning the 19 Jun file with tes3cmd now. Might still be a result of cleaning with other tools. FIXED in internal file.

I've been trying hard but I could not find [url=http://img706.imageshack.us/img706/7645/mgescreenshot005.jpg]this clusterfuck[/url]. Has it, by any chance, already been fixed?

EDIT: I have looked into the 19 Jun file again. No further cells containing references have been lost since that file, BUT three cells without references have been cleaned out: 19,-15, 19,-14, 19,-13. These have no ground texture and their heightmap is flat except at the borders (where it has been smoothened to match the neighboring cells). I don't think we should remerge them.
Last edited by arvisrend on Sat Aug 11, 2012 11:45 pm, edited 1 time in total.
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Post by arvisrend »

Just to record some stuff noticed by Why:

Some topic replies about "Dun Akafell", and some topic replies about "The Inn Between" mentioning Dun Akafell, should have showmap "Dun Akafell" in the result box.

The pond near Tedril Draren in cell 30, -15 is too deep for static water. If Tedril Draren dies while in the pond, you can't loot his corpse.
Last edited by arvisrend on Mon Aug 06, 2012 12:08 pm, edited 1 time in total.
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Post by arvisrend »

Leon, for some reason I can't find any caspering in your Furn_Com_RM_Bar_01's. What exactly do you mean by that?
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Post by arvisrend »

Are you using a mesh replacer? They're definitely attached to each other when I look at them in the CS.
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Post by arvisrend »

[url=http://i.imgur.com/GKBoP.jpg]Here's how it looks in my CS[/url]. No holes, no matter from whatever angle I'm looking at it. Sure that you don't have some replacer meshes in your data files folder, left over from some mod?
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Post by arvisrend »

Terrain_rocks_WG_01 Dun Akafell Canals 4524 3646 12543 "caspering, and so are several other objects nearby"

In_OM_door_round Dun Akafell Canals 4889 3027 12520 "unlinked door"

What was door Tr_m3_DunAka_In_DB_door01 made for? It is blocked but there are no visible reasons for it to be so. This confuses the player (who might start thinking that doors in Dun Akafell don't open generally). Is it a hook for a quest to be added later? Will be fixed once i2-457 is merged.
Last edited by arvisrend on Thu Aug 01, 2013 5:50 pm, edited 2 times in total.
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Post by Nemon »

:shock:
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Post by 6plus »

The following references of misc_hook (Misc Item) should be replaced by furn_hook_01 (Static):

Adurin-Ouaka, Vilyn Avani's Shack (1x)
Akamora, Indaren Manor (7x)
Akamora, The Laughing Goblin (3x)
Bal Oyra, The Elfmaid: Captain's Quarters (2x)
Darnim, Alia Neru's Shack (3x)
Darnim, Deril Drevin's Shack (1x)
Darnim, Jolfgaer Stone-Eye's Shack (2x)
Darnim, Sjelva's Shack (2x)
Llothanis, Llivlo Indalen: Armorer (2x)
Llothanis, The Water's Shadow Tavern (5x)
Sailen, Balvel Farnhouse (1x) can't find this one, and no, it's not the obvious typo
Sailen, Llevane Helas's House (1x)
Salvu Manor (4x)
Tel Muthada, Aren Sinn's House (1x)
Tel Muthada, Erimir's House (2x)
Tel Ouada, Maluc Orethil's House (1x)
Tel Ouada, Mentorus' Miscellany (2x)

Inlet Bog [20,-19] 166616,-155276,293 (1x)
Mephalain Mountains Region [28,-10] 232597,-74799,523 (1x)
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Post by arvisrend »

"Necrom, Catacombs: Ancient Burial" has a very weird pathgrid. Was the cell supposed to look totally different originally? Should I delete the stuff that makes no sense now?
Last edited by arvisrend on Tue Oct 02, 2012 11:50 pm, edited 1 time in total.
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Post by Why »

Looks like a part of the cave was removed after pathgrids were done, feel free to remove the pathgrids in that area.
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Post by Numenorean »

Some obscure cells I've noticed:

"Grotto - Asohaldan": "Asohaldan Grotto" is better (like "Gulunibi Grotto" or "Manabilu Grotto") FIXED.

"Dragon Nest Inn" - I think it was replaced by "The Inn Between", but the Interior is still in the esm.

"Falanos Tomb": "Falanos Ancestral Tomb" would fit better with the naming scheme of other Dunmeri tombs. FIXED.

"Necrom Lighthouse (...)" has no teleport doors to exterior cells (?)
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Post by Haplo »

Numenorean wrote:"Necrom Lighthouse (...)" has no teleport doors to exterior cells (?)
Because the exterior was removed
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Post by greendogo »

Necrom, Upper District (44,-11) 363072 -83904 1808 "The flag outside of "Necrom, Arnesian War Collection" is not an activator." fixed, but the activator still has no animations (and shouldn't have, since it would otherwise bleed through the wall)
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Post by Cyricus »

I've got several problems.
I've wanted to play Morrowind / TR on my other PC, so I've installed Morro GOTY + TR data (Telvannis + Sacred East) on that other PC, and load saved games from the old one. A lots of errors pop-up just before main menu loads.
Everything is fine in regular Morrowind part of the game, but when I come to the TR locations, many problems appear.

1. Everyone has two more copies of itself (tripled objects and people); screenshot: http://i49.tinypic.com/28ixnip.jpg

2. In Firewatch I can't undergo city gates (and yeah there are two or three of them at the same time) because gate bar haven't moved, it stays and blocks me from going through the gates; screenshot: http://i45.tinypic.com/29gg9hh.jpg

I hope this is the right topic for my question.
Thank you in advance.
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Post by Matin Sanguine »

Cyricus wrote:I've got several problems.
I've wanted to play Morrowind / TR on my other PC, so I've installed Morro GOTY + TR data (Telvannis + Sacred East) on that other PC, and load saved games from the old one. A lots of errors pop-up just before main menu loads.
Everything is fine in regular Morrowind part of the game, but when I come to the TR locations, many problems appear.

1. Everyone has two more copies of itself (tripled objects and people); screenshot: http://i49.tinypic.com/28ixnip.jpg

2. In Firewatch I can't undergo city gates (and yeah there are two or three of them at the same time) because gate bar haven't moved, it stays and blocks me from going through the gates; screenshot: http://i45.tinypic.com/29gg9hh.jpg

I hope this is the right topic for my question.
Thank you in advance.
Not sure if it's the right topic but I will help anyway.

So right off the bat, delete Telvannis and use Sacred East by itself, Sacred East includes the previous releases which is probably why your running into trouble. Also don't forget to register your BSA by going to your Morrowind ini file, this is best explained through text in the readme (though if you already have, feel free to ignore this, I'm just making sure that I have covered all the basic solutions)

03. INSTALLATION:
===============================================

Extract TR_Data.bsa, TR_Data.esm, and TR_Mainland.esm to the Morrowind\Data Files\ directory.

You will need to register the TR_Data.bsa file manually.
This can be done using the BSAreg utility (simply run the executable and select TR_Data to be registered), but in some cases the utility is known to fail (claiming that "All BSA archives are already properly registered", although nothing has been registered). In this case, you will have to register the BSA file manually. 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 see this:
[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
Archive 2=TR_Data.bsa
(The 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.)


This will eliminate the need for messing around with individual .nif files, etc.
Finally, move the bookart and sound folders into data files.

If you require further help, say so and I or some one else will see what they can do.
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Post by Cyricus »

It's working. Thank you very much. Kind regards,
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Post by rot »

- Sassanibat Hut : no ownership flags (or NPCs simply don't react to their stuff being taken) FIXED - arvisrend

- Necrom, Temple Pathway : slight Y distance mismatch between the doors leading to High Offices
(~1600 between ground and balcony doors in Pathway side vs. ~1300 on the offices side, no big deal but got me disoriented) we don't fix this - arvisrend

- Necrom, Fane of the Ancestors : "furn_hook_01" used here to maintain banners have small floating 2-dimensional black square butts that only show from the other side of the altars ?
(see attached - I've seen that before on original MW files that are supposed to be vertical, so I don't think a mesh replacer is to blame) i cannot reproduce this: see http://i.imgur.com/wBq6q.jpg - arvisrend
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Post by Cyricus »

The same problem again here. In Vvardenfell everything is okay, but on the East, everyone is now doubled. I've re-installed Morrowind in order to remove some old mods, and to install Morrowind Code Patch Showcase for the map extension.
Also, I've made the same tips that Matin Sanguine suggested me, but this time it doesn't work.
Check attachment. Only latest Sacred East download + Better bodies mod.

Any idea?
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Post by arvisrend »

Is your savegame dirty (i. e., have you ever been playing an old version of SE with it)?
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Post by 6plus »

10/11/2012 (02:09) in_c_door_arched
Helnim, Helnim Hall: East Empire Company Headquarters
11838 4354 12416 "Slight misalignment on y-axis."

10/11/2012 (02:09) terrain_rock_wg_18
Boethian Mountains (29,-1)
244231 -5674 2578 "Caspers."

10/11/2012 (02:09) flora_tree_wg_05
Helnim Fields (28,-3)
234757 -18489 2977 "Caspers through rock!"
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Post by Numenorean »

Activator "TR_m3_A7_Roadmarker_Seitur" at the entrance of Seitur has a "TR/x/TR_ex_ind_monolith01.nif" mesh - a green Indoril pillar in front of a village, which consists solely of Velothi architecture.

But Activator "TR_m2_KL_akamora_marker_0" at the entrance of Akamora has a "x/Ex_Gnisis_roadmarker_01.nif" mesh (Velothi style), although the whole settlement (except the temple) is build in Indoril architecture.

suggestion: give Seitur a Velothi monolith and Akamora an Indoril monolith, not the other way round.
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Post by arvisrend »

Does anyone have an idea what to do with Mugan Crypt? That cell is pretty nice, but its current assortment of enemies makes no sense, and it cries for some lore behind it (and a better name).

edit: yes, used for a quest now.
Last edited by arvisrend on Tue Jan 22, 2013 4:25 pm, edited 1 time in total.
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Post by abot »

daedren wrote:Here it is:
I think it may be BTB-settings reverting cell names to vanilla and nuking dialog filter.
Right click BTB - Settings.esp in Mash, copy to esm, hide BTB - Settings.esp, redate BTB - Settings.esm so it is loaded before TR_Data.esm, see what happens.

or, more simply, run
tes3cmd.exe multipatch

details:
([url=http://forums.bethsoft.com/topic/1340637-btbs-game-improvements-the-valley-of-the-swedish-redheads/page__view__findpost__p__20205915]1[/url])([url=http://forums.bethsoft.com/topic/1397841-relz-boats/page__view__findpost__p__21775293]2[/url])([url=http://forums.bethsoft.com/topic/1397841-relz-boats/page__view__findpost__p__21673562]3[/url])
Judging by (4), I think at least New Ebonheart area will be affected next

arvisrend edit: Yes, TR_Mainland + BTB Settings => cells losing their names => Kemel-Ze dialogue spills over to other places.
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Post by arvisrend »

Here's some stuff for Leon:

Terrain_rocks_WG_03 Boethian Mountains (30,-1) 253582 -7339 28 "see the former claim border near these rocks? it's visible as a straight line with no objects on it and with shading abruptly ending along it"
terrain_rock_wg_07 Boethian Mountains (31,-3) 254497 -16541 1247 "same claim border is actually a land gap near this rock"
TR_Flora_treeoak_FZ1b Boethian Mountains (31,-3) 255057 -20934 3106 "here again a mismatch of shading"
TR_Flora_treeoak_FZ1a Boethian Mountains (30,-4) 253801 -26150 4718 "shading mismatch"
flora_kreshweed_01 Boethian Mountains (31,-4) 254375 -28423 4017 "land gap"

TR_Mainland.esp 11/26/2012 (02:19) skraeling ex_cave_door_01 Dulun-Sarethi Egg Mine 4096 4880 13216 "door mismatch"

no pathgrids in Dulun-Sarethi Egg Mine

no pathgrids in Drolar Manor Ruin

EDIT: also:

tr_furn_com_rug_ay05 Helnim, Helnim Hall: East Empire Company Headquarters 11459 3782 12675 "floats"

tr_furn_com_rug_O03 Helnim, Helnim Hall: East Empire Company Headquarters 11370 4373 12417 "floats"

I suspect these are not alone...
Last edited by arvisrend on Sun Dec 09, 2012 4:32 pm, edited 1 time in total.
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Post by Prophetional »

Cell: Yanishanabi Shrine, Mephalain Mountains Region
Location: in a tree / 281628.34 -94805.57 4296.35
(and a little lower down in same tree)
Error: floating road posts & ropes
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Post by arvisrend »

These are boring, I know. Will take them myself if noone wants to.

Flora_kelp_04 Lake Boethiah (35,-4) 294469 -26654 -907 "almost subemrged"

Flora_kelp_01 Lake Boethiah (35,-4) 294085 -27096 -1106 "submerged"

Ex_barnacles_03 Lake Boethiah (35,-3) 293098 -23581 -563 "submerged"

Ex_barnacles_03 Lake Boethiah (35,-3) 289032 -19634 -919 "submerged"

Ex_barnacles_03 Lake Boethiah (35,-3) 288488 -19058 -1029 "submerged"

Ex_barnacles_02 Lake Boethiah (35,-3) 289671 -19448 -725 "submerged"

flora_tree_wg_05 Lake Boethiah (34,-3) 281551 -21147 944 "roots casper through rocks"

Ex_barnacles_02 Lake Boethiah (34,-2) 283536 -15296 -815 "submerged"

Ex_barnacles_03 Lake Boethiah (34,-2) 280319 -10723 -611 "submerged"

Ex_barnacles_03 Lake Boethiah (34,-2) 280924 -9117 -786 "submerged"

Ex_barnacles_02 Lake Boethiah (34,-2) 281578 -8995 -947 "submerged"

ex_de_shack_plank_01 Lake Boethiah (34,-1) 278854 -2994 -916 "submerged"

Ex_barnacles_02 Lake Boethiah (32,1) 268942 10181 -1183 "floats"

Terrain_rocks_WG_01 Lake Boethiah (31,3) 261437 29019 -304 "casper"

ex_t_platform_02 Tel Ouada (25,18) 206720 148384 -666 "lolwut?"

Ex_barnacles_02 Tel Ouada, Guar Farm (25,19) 206495 159366 -1411 "rotate"

Ex_barnacles_03 Tel Ouada, Guar Farm (25,19) 206681 159314 -1360 "rotate and move away from kelp"

Ex_barnacles_03 Tel Ouada, Guar Farm (25,19) 206803 159499 -1322 "rotate"

Flora_kelp_04 Tel Ouada, Guar Farm (25,19) 212626 162872 -1239 "terrain needs smoothing nearby"

Ex_barnacles_03 Tel Ouada, Guar Farm (25,19) 212391 163129 -1353 "rotate"

Flora_kelp_02 Molagreahd Region (26,19) 215884 157999 -357 "float"

Flora_kelp_01 Molagreahd Region (26,19) 215862 157722 -334 "float"

Flora_kelp_02 Molagreahd Region (26,19) 216000 157902 -317 "float"

Flora_kelp_02 Molagreahd Region (26,19) 216003 157600 -217 "float"

Flora_kelp_01 Molagreahd Region (26,19) 216152 157684 -244 "float"

Ex_barnacles_02 Molagreahd Region (26,19) 214784 159926 -263 "submerged"

Ex_barnacles_06 Molagreahd Region (26,19) 214794 160044 -271 "submerged"

Ex_barnacles_05 Molagreahd Region (26,19) 214755 158591 -194 "floater"

terrain_rock_wg_01 Boethian Mountains (29,1) 243303 12812 1751 "submerged"

terrain_rock_wg_18 Boethian Mountains (29,1) 243670 12895 1943 "submerged"

kollop_03_pearl Inner Sea (23,0) 194350 3945 -2129 "submerged"

kollop_03_pearl Inner Sea (23,0) 194511 4361 -2130 "submerged"

kollop_02_pearl Inner Sea (23,0) 194272 4424 -2128 "submerged"

kollop_02_pearl Inner Sea (23,0) 194272 4424 -2128 "also kelps nearby partly submerged, looking ugly"
Last edited by arvisrend on Tue Dec 11, 2012 1:35 am, edited 2 times in total.
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Haplo
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Post by Haplo »

Do you mean 100% submerged (and therefore not visible)? Or just bleeding into the sand (which is how they are supposed to be)?
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arvisrend
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Post by arvisrend »

Haplo, I mean 100% submerged. I usually don't report 80% submerged stuff (at least on surfaces like grass and sand), or else I'd have to fill the forums with megabytes of betacomments.

A different question: Do we tolerate partly floating barnacles? (As in, resting only on one edge.) This is a slightly tricky thing because gravity isn't that much of a factor underwater, and this might not be completely unrealistic. Biologists (or just good googlers) anyone?
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Nemon
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Post by Nemon »

I'm in favor of barnacles resting properly on surfaces.
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Haplo
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Post by Haplo »

As has been mentioned, barnacles should rest properly underwater the same way they would rest if they were above water. Normal physics should apply here. However, due to the soft, shifting nature of sand, if the barnacles are bleeding into the ground a bit (just like a plant on land to simulate being rooted down), it is good.

If they are 100% submerged then by all means raise them up :-)
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DukeNico
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Post by DukeNico »

I took these screenshots long before knowing about this thread, so they just have their place noted on the minimap + the screenshot of the error.

The first one I was told is probably due to some packs I downloaded (probably UC Nature compilation).

The following two have hollow rocks underneath, I'm not sure what causes it, if it's the same problem than the first.

In the last one, you can see through the ship via the sides of the door.

http://imgur.com/a/1DpIE

I promise the next bugs I find will have their cell # and actual object description!

EDIT: for the reference, I do not use MGSO, but use MGEXE, with some mods, but nothing to violent except probably that UC Nature.
rot
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Post by rot »

in_impsmall_door_01 Helnim, Helnim Hall 4485 4354 12256
"door is a bit off"



in_dae_room_r_corner_01 Hesadsadshamallu, Shrine 5024 5200 14688
"seam on the ground"




in_cavern_beam40 Berantus 4503 5740 16064
Very wide space between these slavepen bars, doesn't look like it'd hold anyone in.



Tel Ouada (24,18) 203614 152645 -78
Should levelled lists with dreughs be so close to the town? I fell in the water and had some beelining me right away.
Dreughs do have a huge aggression range though.
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