TR alpha Error Reporting

Old and generally outdated discussions, with the rare hidden gem.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

Moderators: Haplo, Lead Developers

Locked
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

TR alpha Error Reporting

Post by arvisrend »

This thread is for bug reports on the [url=http://tamriel-rebuilt.org/?q=content/downloads]Tamriel Rebuilt alpha[/url].

If you are playing Sacred East and our alpha at the same time, you can roughly tell which of the files you are on by checking if you are west of Tel Branora (=> alpha) or east of Tel Branora (=> mainland). But of course, the optimal way is to [url=http://mw.yacoby.net/Tuts/IniTut/IniPopup/BetaComment.htm]use BetaComments[/url] to record the bugs; the filename will then be obvious.

The alpha is an alpha and the only thing we can guarantee is a plethory of bugs. Only very few quests are finishable. Land occasionally has fissures as our bordermatching is not yet complete. Old Ebonheart and Almalexia are absent from the alpha by intention. Still, every bug report helps!
Last edited by arvisrend on Sun Aug 31, 2014 1:14 am, edited 1 time in total.
User avatar
KingofRohan
Member
Posts: 8
Joined: Tue Sep 13, 2011 7:45 am
Location: Scotland

Just a few so far

Post by KingofRohan »

I just have a few bugs and meshes to report, on the main floor of Ilvi Manor, the floor seems to be half emerged with water, kinda looks semi flooded. I can't reproduce this bug... -- arvis

On the pathway from Dondril to Old Ebonheart, there is a gap in the road where part of the road is elevated above the other, seeing through the world. Yes, this is probably M3A1 vs M3A4West.

If you leave Almas Thirr from the Western exit, just a few stups along the path and there is another elevation in the road being able to see through the map M3A2 vs Andothren-Thirr South

That's all for me so far, oh and Seyda Vano seems to be empty of NPC's, inside and out! That part of NPCing is not done yet.
The King of the Rohirrim calls, and Musters the Rohirrim

Forth Eorlingas!!!
User avatar
Yeti
Lead Developer
Posts: 2061
Joined: Sun Feb 15, 2009 11:50 pm
Location: Minnesota: The Land of 11,842 Lakes

Re: Just a few so far

Post by Yeti »

KingofRohan wrote:That's all for me so far, oh and Seyda Vano seems to be empty of NPC's, inside and out!
Are you seeing the Mournhold-style manor there, or just the shacks? The manor statics are supposed to be disabled until the player is building their House Indoril stronghold at the site, hence why there are no NPCs occupying the manor yet.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
User avatar
KingofRohan
Member
Posts: 8
Joined: Tue Sep 13, 2011 7:45 am
Location: Scotland

Re: Just a few so far

Post by KingofRohan »

Yeti wrote:
KingofRohan wrote:That's all for me so far, oh and Seyda Vano seems to be empty of NPC's, inside and out!
Are you seeing the Mournhold-style manor there, or just the shacks? The manor statics are supposed to be disabled until the player is building their House Indoril stronghold at the site, hence why there are no NPCs occupying the manor yet.
Yes, I can see a whole Indoril like manor, although I am unable to see it with distant land generator on, it does show up, i was able to go inside, and basically loot the place. Oddly it had an Adamntium helmet that has 233 armour rating

Also just found another bug, in Vys-Assanud, the slaves tell me to release them from some Telvanni Lady, but I have searched the caves and the rapdoor, and she is nowhere to be found.
The King of the Rohirrim calls, and Musters the Rohirrim

Forth Eorlingas!!!
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Re: Just a few so far

Post by Rats »

KingofRohan wrote:Also just found another bug, in Vys-Assanud, the slaves tell me to release them from some Telvanni Lady, but I have searched the caves and the rapdoor, and she is nowhere to be found.
Oops, my bad. There was a Telvanni lady in the previous draft of the place, but I replaced her with Daedra. Forgot to deal with the slaves' dialogue.

EDIT: and of course, Vys-Assanud and its surrounding area are still very much a WIP
User avatar
Massalinie
Developer Emeritus
Posts: 1670
Joined: Sat Feb 12, 2005 12:08 pm
Location: Canada, MB
Contact:

Post by Massalinie »

We received a message on Facebook:
K. B. wrote:I have an problem, i just started new game and begin swimming south to mainland and mournhold, and something kicked me out of game and it says warning "model load error: meshes/tr/o/tr_crate_broke01.nif cannot load file in meshes/tr/o/tr_crate_broke01 .NIF, Will use the defoult object maker_error.NIF Continue running executable" it dont crash the game but its moving game in background and i clicked few times "yes" and continued playing it, just reporting the bug, thank you
abot
TR Tester
Posts: 94
Joined: Sun Nov 30, 2008 11:58 pm
Contact:

Post by abot »

some dialog spell checking from ESparser text export format,
infoID
journal/topic
NPCid
info

"13581783152026568"
"TR_m4_wil_SuspiciousFellows"
""
"Dels Ravyn thanked me for escorting his associates to him. Apparently, the the two
the the->the


"26407222572899320620"
"TR_m4_wil_Immetarca"
""
"Since I'm a member of the Mages Guild, Immetarca decided to demonstrate the abilities her enhanted boots
enhanted->enchanted


"27565257651594826385"
"TR_m4_wil_RithIlviryonLost"
""
"Sashnakh gra-Lash was releaved
releaved->relieved



"196392510498443269"
"TR_m4_wil_TaxmanIndalruhn"
""
"On our way to Indal'ruhn we got stopped by Danwendy, a highway bandit. She demands that Tullo Verotus pays a 200 septim toll
septim->septims


"16986322582579420835"
"finally meet you"
"TR_m4_parnilla marard"
"You know what. I'm not buying any of this! You better stop playing me for a fool and tell me what is going on."
"Choice ""I'm not really marrying your daughter. Geloise asked me to pretend to be Ernald, because she didn't want to dissapoint you."", 16"
dissapoint->disappoint



"19642103582485818657"
"Service Refusal"
"TR_m4_Nol"
"I'm sorry, %PCName. My boat is reserved for carrying supplies and delivering messages between the docks and the plantation. I'm not supposed to take any passangers. If you were a member of %Faction, I could make an exception."
passangers->passengers


"1579636357920962"
"Greeting 1"
"TR_m4_Danwendy"
"Well, well, well. An Imperial taxman crossing my bridge? All Imperial taxmen must pay a special brigde toll
brigde->bridge

"10703252938790950"
"Greeting 5"
"TR_m4_Rondo"
"Look at this magnificient view!
magnificient->magnificent

"603211749302343005"
"Greeting 5"
"TR_m4_Cirifae"
"Welcome to Cirifae's Tradehouse! I'm Cirifae, trader and co-owner of this place. I can tell you're new in town. Care for gossip? I'd be happy to brief you with the latest rumors. Or some little advice, perhaps? All free of charge! Or do you have a long jouney ahead
jouney->journey

"421186472227525257"
"Greeting 5"
"TR_m4_Kathellomar"
"%PCRank %PCName! How may I be of assistane?"
assistane->assistance


"187628086226607715"
"Background"
"TR_m4_Stevien Kofken"
"You have not heard of the great Stevien Kofken, mightiest of all warriors to come from the Isle of Betony? Ha ha. What a silly question. Of course you have. My blade has dispatched countless villians
villians->villains


"31777173992076418741"
"go free"
"TR_m4_S_Ronkoteeus"
"deeeYou have the key. Will you let me go free?"
deeeYou->You
there are several of these, unsure if it is to fix



[EDIT]some more
==>CompileAndRun problem was found in Topic "Rethil Plantation slave key"
"There are two copies of the key that Dro'qosha knows of.
Journal "TR_m4_wil_RethilEscape" 50
TR_m4_wil_RethilEscape->TR_m4_wil_RethilEscaped

extra endif in script TR_m4_NPC_Rojanna_Jades: fixed

extra endif in script TR_m4_FA_FortAnc_Axe: fixed


Personally I would replace - with _ in script names (and possibly every identifier, reserving - for operators)


land seams between cells:
-5 -12, -5 -11
-4 -12, -4 -11
-3 -12, -3 -11
-2 -14, -1 -14
-2 -15, -2 -14
-1 -15, -1 -14
0 -15, 0 -14
4 -17, 5 -17
4 -16, 5 -16
6 -15, 6 -16
7 -15, 7 -16
8 -17, 9 -17
Last edited by abot on Sat Jan 11, 2014 2:13 pm, edited 2 times in total.
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

Hey!
I did a quick flythrough through your latest release, here is the log:

ex_dae_malacath_attack Hadrumnibibi (6,-26) 50123 -210612 2600 "floating"

slaughterfish00000067 TR_4-18-Hla (2,-15) 20777 -122469 250 "slaughterfish spawned on the land, isnt there something wrong with the spawn?" there are some h2o levelled spawns out in wrong places here, though this might have a different origin. this is vanilla and cannot be fixed :/

TR_terrain_GL_rock17 TR_4-48 (-9,-18) -73209 -144553 1552 "massive terrain tear here" 4-48 vs 4-3 sadly

flora_wickwheat_01 TR_4-48 (-9,-20) -73524 -158504 1213 "another here" 4-48 vs 4-3 again

Terrain_rocks_GL_02 TR_4-36-Red (-13,-11) -104907 -89710 443 "terrain tear here" 4-34 vs 4-36, fixable!

Flora_BM_log_01 TR_5-26 (-21,-4) -164200 -32270 1797 "aehm...hole like hell" 4-5 vs 5-26, will take quite a while until we can do anything about this

TR_terrain_rocks_RM_01 TR_5-22_Red (-17,0) -139098 6096 1766 "tear" 5-22 vs 5-27

Terrain_BM_snow_01 TR_5-15-Red (-29,2) -234074 24128 13205 "tear" 5-13 vs 5-15

TR_terrain_rocks_RM_03 TR_5-21_Red (-28,-1) -229151 -6301 4983 "tear" 5-15 vs 5-21

TR_terrain_rock_RM_17 TR_5-21_Red (-27,-3) -219603 -20383 1161 "caspering" copied to 5-21 thread

Terrain_rocks_AI_02 Wilderness (-10,-11) -77669 -89337 27 "tear" 4-2 vs 4-37, I think

Ex_Vivec_waterfall_05 TR_4-17 (-6,-17) -45228 -138888 2111 "one edge of this waterfall mesh can be seen on the other side of the rock, through the particle effect and it looks bad" what do you mean by this?

TR_terrain_AI_rock_08 TR_4-4-Hla (-7,-14) -56814 -111648 1093 "there is a bad vertex paint on the ground by this stone" 4-2 vs 4-4, fixable!

terrain_rock_ai_12 Thirr River Valley (2,-30) 16585 -241077 1057 "ground texture line along these rocks" I don't see this one!

terrain_rock_ai_04 Indal'ruhn (2,-28) 16690 -225408 644 "also here" ditto :/

terrain_rock_gl_11 TR_4-47-Red (-14,-20) -114381 -156673 3200 "ground texture line along these rocks" really? I can't see it

ex_de_rowboat Bodrem (-12,-18) -96099 -143178 11 "isnt this boat without floating script?" yeah, should be a_ex_de_rowboat

terrain_rock_gl_10 TR_4-6 (-13,-21) -99309 -164146 530 "ground texture line along these rocks" 4-6 vs 4-47, fixable! (but very subtle)

terrain_rock_rm_18 TR_4-28_Hla (-10,-24) -81886 -189032 277 "land tear" 4-7 vs 4-45, fixable! land gap, not land tear.

terrain_rock_ma_57 TR_4-28_Hla (-10,-25) -81694 -202455 343 "ground texture line coming towards this rock" not seeing this one...

terrain_ashmire_01 TR_4-7-Red (-11,-26) -83036 -208159 80 "missing sound emmitor?"

TR_bk_Morons_note TR_4-46 (-10,-27) -76892 -218005 3409 "its a piece of paper, but a book appears when activated" object should have "scroll" checkbox checked

TR_terrain_GL_rock19 TR_4-49 (-5,-21) -32887 -165839 273 "land tear here" 4-20 vs 4-49. we call these land gaps, not land tears. pray you don't see an actual land tear!


Terrain_rocks_GL_03 TR_4-17 (-7,-15) -49155 -118916 956 "ground texture line along these rocks" these rocks are supposed to cover a ground texture change. are they failing at that?

flora_wickwheat_01 TR_4-48 (-9,-20) -73524 -158504 1213 "land tear" 4-3 vs 4-48
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

And another pile of errors:


ex_de_rowboat TR_4-18-Hla (4,-17) 37025 -134969 43 "this boat is weirdly oriented, its floating and odd"

terrain_rock_rm_17 TR_4-7-Red (-11,-24) -89353 -189025 155 "small land tear near this rock"

terrain_rock_rm_18 TR_4-28_Hla (-10,-24) -81886 -189032 277 "small land tear near this rock"


terrain_ashmire_01 TR_4-7-Red (-11,-26) -85311 -205971 110 "no sound here"

terrain_rock_rm_18 TR_4-46 Armun Camp (-7,-27) -53764 -218843 786 "this rock is slightly bleeding into the doors"

terrain_rock_rm_21 TR_4-8 (-12,-27) -90956 -213818 300 "land tear near here"

Terrain_rocks_AI_02 Thirr River Valley (8,-21) 69671 -164039 948 "land tear here"

Terrain_rocks_AI_01 TR_M3A1 (7,-20) 62306 -163501 887 "and here"

TR_ex_com_plank_pile TR_M3A1 (6,-18) 56243 -144324 1722 "how about adding some vertex paint to some of the edges of this mesh, so the planks wont look so uniform"

Terrain_rocks_AI_02 Thirr River Valley (7,-21) 58950 -164574 770 "tear here"

ex_dae_ruin_04_skew_02 Hadrumnibibi (6,-25) 51883 -197616 1309 "this seems to be vanilla mesh, but the curved surface can be seen from the side and it looks weird, since it has no thickness, hide it with some other meshes perhaps"
ex_dae_ruin_04 Hadrumnibibi (6,-25) 51750 -200330 1194 "okay, now I think this mesh needs some improvements, because the curved suface is also floating above the ground mesh and the previous error can be seen in multiple occasions"

Corrected mesh can be found [url=http://www.mediafire.com/download/i8mt08pbx58i9ny/ex_dae_ruin_04.nif]here[/url].

ex_dae_wall_512_09 Hadrumnibibi (6,-25) 49316 -199866 892 "ground texture mess by this object"

terrain_rock_gl_05 TR_4-20 Othras Plantation (1,-19) 12330 -154878 636 "floating"

terrain_ashland_rock_05 TR_4-24 (-3,-30) -17850 -239589 1266 "floating"

terrain_ashland_rock_16 TR_4-24 (-3,-30) -17984 -239285 1148 "floating"


TR_terrain_rocks_RM_02 TR_4-8 (-17,-29) -131866 -229977 6694 "texture seam here" where?

terrain_ashmire_01 TR_4-44-Red (-15,-25) -120970 -198113 659 "no sound here"

TR_terrain_rocks_RM_03 TR_4-32-Red (-17,-22) -136467 -180011 2204 "texture seam here"

Terrain_rocks_GL_02 TR_4-41-Red (-14,-16) -113064 -126559 1277 "move there rocks slightly out, this way there is glitching texture"


furn_guarcart00 TR_4-41-Red (-14,-16) -114275 -126585 2790 "I was just wondering, who would drag a cart up there, across all the stairs, but okay... :]"

Terrain_rocks_GL_03 TR_4-35-Red (-15,-11) -115251 -82643 2183 "texture seam here, also this rock is floating"

TR_terr_GLCliff02 TR_4-35-Red (-15,-10) -118315 -80086 -1844 "caspering on the side" I don't see it (but that's not unusual for cliffs...)

TR_terrain_rocks_RM_03 TR_4-43-Red (-18,-7) -139472 -53587 1022 "land tear here"

flora_bc_tree_06 TR_5-26 (-17,-4) -138128 -32468 1537 "land tear here"

TR_ash_fungshroom TR_5-26 (-20,-1) -163022 -8147 372 "these little fungshrooms arent meant as ingredients? and other shrooms as well? otherwise there are no ingredient containers in that area at all"

TR_ash_swamp_tree01 TR_5-26 (-21,-1) -171641 -6496 822 "land tear here"

TR_ash_darkfungshroom TR_5-21_Red (-22,-2) -180200 -11084 136 "floating"

TR_ex_Red_platform_02 TR_5-21_Red_Kogotel (-25,-3) -203866 -21931 945 "I think there is some scaling problem with all these block in whole town" I assume this is fixed since the update

TR_terrain_rock_RM_17 TR_5-21_Red (-27,-3) -219603 -20383 1161 "caspering"

terrain_rock_rm_19 TR_5-21_Red (-28,0) -222532 7614 3695 "land tear here"

terrain_rock_rm_21 TR_5-27_Red (-21,3) -170611 31358 257 "trama growing out of the rock looks weird"

terrain_rock_rm_15 TR_5-22_Red (-17,3) -139047 32373 -146 "land tear here"

Terrain_rocks_AI_04 TR_4-18-Hla (2,-16) 18635 -130954 1257 "caspering"

TR_terrain_AI_rock_05 TR_4-18-Hla (2,-17) 19058 -132350 1644 "caspering slightly"



ex_hlaalu_wall_end_01 TR_4-1-Hla Andothren (0,-17) 1880 -136344 1634 "move this two pieces further away, so the facer aren overlaping and flickering, but thats probably a problem with all these fake chimneys...wouldnt it be better to create a separate mesh for this? It would also save some polies"

Corrected mesh can be found [url=http://www.mediafire.com/download/utdmo7aumrjrl6g/tr_ex_hlaalu_chimney.nif]here[/url].

terrain_rock_gl_05 TR_4-20 Othras Plantation (1,-19) 12330 -154878 636 "this stone and tree are floating"
Last edited by Lord Berandas on Sat Jan 18, 2014 10:52 am, edited 2 times in total.
Swiftoak
Developer Emeritus
Posts: 2029
Joined: Wed Feb 02, 2005 12:20 am
Location: Kah-nah-duh
Contact:

Post by Swiftoak »

LB, you'll probably want to download the updated alpha, we mucked up with the redoran platforms, so that's probably what you've been referring to in terms of "scaling problems" :).
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

Thanks for the info.
I'm currently using the one from mediafire, that was uploaded on 7.1.2014, where can I find the updated one? I can't see it anywhere.
Dar
Member
Posts: 20
Joined: Sat Jan 11, 2014 6:00 am

a few minor things

Post by Dar »

Teyn transport has no travel options

The bosmer in the Rethril(I think) plantation platform uses "him" where "he" would be more correct to refer to the orismer offering boatrides to hlaalu members

Also, when going to the southeast, it told me that various inland bog land files were missing
abot
TR Tester
Posts: 94
Joined: Sun Nov 30, 2008 11:58 pm
Contact:

Post by abot »

Swiftoak Woodwarrior wrote:LB, you'll probably want to download the updated alpha, we mucked up with the redoran platforms, so that's probably what you've been referring to in terms of "scaling problems" :).
I think problem may be slightly different Terrain_rock_RM_XX rock shape of Taddeus' "On the rocks" replacer (which is commonly installed with MSGO) so rocks are visible through platforms here and there.
User avatar
sasquatch
Developer
Posts: 184
Joined: Tue Dec 31, 2013 2:18 am

Post by sasquatch »

Boedren mine has couple issues. The flooded water level is above a work platform. Also, a support beam close to entrance is low enough for players to get stuck under it.

http://imgur.com/0NpRheP

Second problem is on Boedren walkway near the trading post. The mountain juts out into the walkway and the rope is too close to the cliff. I consistently get caught up in this stretch.

http://imgur.com/UHeUpNO

i3-172_ind has several hooks that are not statics and pot over fire is noticeably floating above hook.


In TR_4-40-red there are tears on mountain:
http://imgur.com/aXicO1o

Roa Dyr:

Harbor Offices:
Floating "ornate small chest" in middle of room on third floor bedroom area.

Western Gaurd Tower:
In basement--chair should be pushed toward table for easier movement between table and crates.

Raynila Indrano--was standing on top of kiosk when i first approached her, however after exiting fallen moon she was properly placed.

Old Ebonheart:
-The two top boards on docks are bleeding together
-two top boards in fort are bleeding

-land tear on Thirr River road north to the city
http://imgur.com/0WvEzXX

Donril:

Inside western entrance, dark wooden barrel resting on two smaller ones below it is not set correctly. It would fall as placed.

Tamril Manor:
Reception Hall & Salve Q.
expensive belt bleeding on carpet in bedroom area.
Upper master bed - chair on left side of room blocks movement.

Sailen, Delvas Manor:
-large gap between books on bookshelf (middle shelf)
-the leaning book on top shelf is floating
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

Ex_Vivec_waterfall_05 TR_4-17 (-6,-17) -45228 -138888 2111 "one edge of this waterfall mesh can be seen on the other side of the rock, through the particle effect and it looks bad" what do you mean by this?
It's coming from the rock, but when you look at the oposite side of the rock, you can see edge, or corner of the waterfall mesh coming out. The particle effect should be covering it up, but it's still visible through it.


I have also corrected that flawed daedric mesh I was complaining about. (added missing faces and removed some floating geometry)
here's the link: http://www.mediafire.com/download/i8mt08pbx58i9ny/ex_dae_ruin_04.nif


And here is new mesh I created for your hlaalu chimneys, because your makeshifted solution doesn't look well. (no offense to the exterior designer who constructed them) :)
here's the link: http://www.mediafire.com/download/utdmo7aumrjrl6g/tr_ex_hlaalu_chimney.nif
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

Im not sure if we need to replace the vanilla dae mesh. Many of them have issues and if someone uses a replacer they are already fixed.
--Mwgek--
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

Thanks again to everyone who is reporting these, particularly Lord Berandas for the sheer amount of bugs reported!

Just as a heads-up, if you see some of your posts and/or bug reports disappearing, it means they either got fixed or got moved to the threads for the appropriate pieces of the map (we aren't making edits on the merge itself; this would be very inconvenient).
User avatar
Bahamut
Member
Posts: 17
Joined: Sun Feb 02, 2014 4:32 pm
Location: Camp Verde, Az: USA
Contact:

Tamreil Rebuilt Mainland/Alpha

Post by Bahamut »

Good morning,

I got the Alpha Version a few days ago, and wandered all over the eastern side of Morrowind. A very wonderful work in progress. Aside from a number of grid seams not quite fitting, it just needs population and you "have done it yet again" :)

My concern though, I am not sure whether it is part of the "Mainland" release, or the "Alpha" release. It is well inside of the mainland, and it is land I do not recall seeing before. (May have just missed it or something to that nature.)

On the southern edge of the mainland, there is a small strip of land map. (Shown in the picture) No matter which direction I approach the area in yellow, the game stops working, and errors out. I was wondering, since the SE approach took me to a "Mournhold" style stairs on a path headed to Almalexia, if this was indeed Almalexia, and there was something other than my game making it error.

There is no error reports outside of the one from the start up, or if this is a bug that should be reported.
Attachments
ScreenShot 259.png
(514.74 KiB) Downloaded 544 times
User avatar
sasquatch
Developer
Posts: 184
Joined: Tue Dec 31, 2013 2:18 am

Post by sasquatch »

I did find another prob in an alpha interior. In TR_i3-731-Ind cave/ mined out basement TR_furn_de_urn_broke04 should be turned face up.
Last edited by sasquatch on Sun Feb 02, 2014 6:26 pm, edited 2 times in total.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Re: Tamreil Rebuilt Mainland/Alpha

Post by arvisrend »

This is *not* normal. Bahamut, have you activated the Morrowind Code Patch's map expansion feature? It might be those "map-related crashes" the MCP is fixing.
User avatar
Haplo
Lead Developer
Posts: 11651
Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

sasquatch wrote:I did find another prob in an alpha interior. In TR_i3-731-Ind cave/ mined out basement TR_furn_de_urn_broke04 should be turned face up.
Please use Betacomments (built-in vanilla bug-reporting feature of Morrowind) for bug reporting, it makes accurate reporting possible and helps prevent accidental or incorrect fixes/adjustments from being made.
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
User avatar
Terrifying Daedric Foe
Developer
Posts: 317
Joined: Thu Aug 26, 2010 2:45 pm
Location: England

Post by Terrifying Daedric Foe »

Instructions [url=http://mw.yacoby.net/Tuts/IniTut/IniPopup/BetaComment.htm]here[/url] (same link as the one at the top of the page).
'The strange thing about TR is that I think it is by and large accepted that we will finish. We are all the sort of crazy people that would do such a thing. We are inevitable.' ~ Thrignar Fraxix
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Landmass placement errors

Post by Tes96 »

[url=http://i.imgur.com/xuLldY6.jpg]Askkaedh Coast[/url] looks like [url=http://i.imgur.com/6AMRPoB.jpg]this[/url].

And just a little ways northwest of that is [url=http://i.imgur.com/J4Qlk3G.jpg]this[/url].


The area in the [url=http://i.imgur.com/qwITwSY.jpg]Grey Meadows[/url] has the ocean sound because it is so close to the water level. There is probably no work-around for this with the gamebryo engine; perhaps with OpenMW engine. But all that mud should not be making ocean waves sounds. Again, probably nothing that can be done about it right now.

Another landmass placement error in [url=http://i.imgur.com/f6AKMrz.jpg]Grey Meadows[/url].
x -171620
y 7713
z 206


[url=http://i.imgur.com/BExxE0H.jpg]Northern Velothi Mountains[/url] has [url=http://i.imgur.com/3DXCE2g.jpg]landmass error[/url].
x -194658
y 32626
z 3225
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

East of Rift Pass has a really bad seam.
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Post by Tes96 »

[url=http://i.imgur.com/LdhPNoF.jpg]Floaters[/url] in i5 map.
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
Malchik
Member
Posts: 38
Joined: Tue Nov 10, 2009 5:19 am
Location: London

Gaps

Post by Malchik »

Not sure if this is Mainland or alpha I'm afraid but the Thirr river valley floor particularly to the east of the Muthathri plantation where the slave pens are(sorry not sure of spelling) has several large gaps in it. The area I am referring to is north of the river shipwreck but there may be others.
I hate a yes-man, don't you?
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

If you mean the bottom of the river itself, we are aware of that. Due to the way we split up the sections, those holes were never closed, and closing them now would -- to my understanding -- be more trouble than it's worth. We'll probably only get around to fixing those gaps when the sections are ready to be merged into TR_Mainland.
User avatar
Theminimanx
Lead Developer
Posts: 156
Joined: Sun Jan 26, 2014 10:08 pm
Location: GMT +1

Post by Theminimanx »

1/14/2015 (23:44) TR_Alpha.ESP 1/1/2012 (20:00) Wouter ex_stronghold_fort05 Northern Velothi Mountains (-32,4) -252360 36218 12568 "The higher walls of this stronghold are pointing the wrong way, to Morrowind instead of Skyrim"

Cell: -32,4
Location: The entire stronghold
Error: The way the stronghold is buit makes it look like it's protecting Skyrim from Morrowind, instead of the other way around. The stronghold is made of the same tileset used for Dunmer strongholds, but the higher, more defensive walls point to Morrowind.
Miraclestone
Developer
Posts: 108
Joined: Tue Aug 05, 2014 7:52 am

Post by Miraclestone »

I noticed the same thing about the stronghold; it would be a shame to suggest changing it though, despite that over site it is a very unique and well done cell.
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

I think that sort of stuff can be left for when we open up the applicable section.
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

Hey guys!
I encountered a problem with TR in my game.
Upon loading or starting new game I get error saying "Unable to find cell id "Teyn" in TR_m4_teyn_ilvaalmu_script." that crashes my game.
I checked the 14.08 .esp file in the editor, both the script and the location name seems to be okay, archive is registered and all files are present and enabled.
Also I didn't have any problems when I ran my game last time. Since then I only probably updated some of the mods I'm using (didn't touch TR files at all), so that could be the only reason that comes on my mind.

Any ideas what could be causing the trouble?


EDIT: Found it out, of course it was Unique Ocean Landscapes...
Miraclestone
Developer
Posts: 108
Joined: Tue Aug 05, 2014 7:52 am

Post by Miraclestone »

Ideally you shouldn't report any issues with your game here unless TR alpha esp is the only mod you have enabled. This thread is for issues with the Alpha map only and members who post issues here are considered testers. Testers need to play the game WITHOUT other mods on so that the testers and devs can compare their games properly.

If you have personal issues with your game which do not have to do with TR testing please make a thread within 'Help, Walkthroughs, and Spoilers' and we will help if we can.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

Miraclestone: there is nothing wrong with reporting whatever errors one encounters that seem to come from TR. There will be some rate of false positives, but the result is still better than what could be had if we close our ears to half the playerbase. Even this report isn't totally useless, as it suggests that we warn of named-ext-cell conflicts in the readme.

Lord Berandas, thank you for the report.

(I also have mods active when I beta-test, though mostly they are conflict-less ones.)
Miraclestone
Developer
Posts: 108
Joined: Tue Aug 05, 2014 7:52 am

Post by Miraclestone »

Arvisrend: I'm sorry if I came off harsh, was just trying to communicate a standard I thought was set here. There are bound to be mistakes and Lord Berandas already clarified the issue before I even typed that out, wasn't necessarily directed toward him. Was just worried that compatibility issues really aren't something for us to be worried about considering the scope of the project. I'm still kind of new so maybe I overstepped my knowledge and bounders so I apologize. I'll ask a more senior member before typing something this assertive next time.

Lord Berandas: Hope my previous rant didn't offend, thanks for supporting the project and reporting issues to the team. Happy playing*.
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

No problem, I always test new TR versions on clean MW build, it's just that I also use TR in my usual modded version.
Since I didn't find any mention about this error on the internet, it might be handy mentioning this here, since someone could get into the same situation as I did.
User avatar
Dragon32
Member
Posts: 111
Joined: Sun Apr 06, 2008 1:46 pm

Post by Dragon32 »

There's already a list of mods which're incompatible with the Alpha in the PDF readme. Unique Ocean Landscapes should be added to it.

I also posted, over on Bethsoft, some additions to the list based on reports I've had for mlox as well as some corrections where mods were mis-named.
StaticNation
Member
Posts: 15
Joined: Thu Aug 18, 2005 9:16 am

Post by StaticNation »

Just had a CTD
here is a copy of my warning log

Code: Select all

Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_03.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_03.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_03.
Not able to find Foot part in BC_shoes_extrav_2_f.
Not able to find Foot part in BC_shoes_common_2.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_4.
Not able to find Foot part in BC_shoes_common_5.
Not able to find Foot part in BC_shoes_common_2.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_10.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_10.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_08.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_08.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_12.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_12.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_18.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_18.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\tr\x\TR_ex_entrance_ai_09.nif cannot load file in Meshes\tr\x\TR_ex_entrance_ai_09.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_17.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_17.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_09.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_09.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_07.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_07.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\x\TR_terrain_ai_rock_05.nif cannot load file in Meshes\TR\x\TR_terrain_ai_rock_05.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\cr\TR_Velk.nif cannot load file in Meshes\TR\cr\TR_Velk.nif.
Will use the default object Marker_Error.NIF.
Creature "TR_Velk00000000" has no animation groups.
Morrowind will crash!
Model Load Error: Meshes\TR\x\TR_terrain_AI_rock_14.nif cannot load file in Meshes\TR\x\TR_terrain_AI_rock_14.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\f\TR_Flora_AI_log_01.nif cannot load file in Meshes\TR\f\TR_Flora_AI_log_01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\f\TR_Flora_AI_log_07.nif cannot load file in Meshes\TR\f\TR_Flora_AI_log_07.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\o\TR_cont_com_basket01.nif cannot load file in Meshes\TR\o\TR_cont_com_basket01.nif.
Will use the default object Marker_Error.NIF.
Not able to find Foot part in BC_shoes_common_1.
Not able to find Foot part in BC_shoes_common_2.
Model Load Error: Meshes\TR\o\TR_crate_broke01.NIF cannot load file in Meshes\TR\o\TR_crate_broke01.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\o\TR_crate_broke02.nif cannot load file in Meshes\TR\o\TR_crate_broke02.nif.
Will use the default object Marker_Error.NIF.
Creature "TR_Velk00000001" has no animation groups.
Morrowind will crash!
Not able to find Foot part in BC_shoes_common_03.
Model Load Error: Meshes\TR\w\TR_w_nord_axe_02.nif cannot load file in Meshes\TR\w\TR_w_nord_axe_02.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\tr_A_stud_leath_helm.NIF cannot load file in Meshes\TR\a\tr_A_stud_leath_helm.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\TR_a_chain_cuir_02.nif cannot load file in Meshes\TR\a\TR_a_chain_cuir_02.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\tr_A_stud_leath_UA.NIF cannot load file in Meshes\TR\a\tr_A_stud_leath_UA.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\tr_A_stud_leath_bt_F.NIF cannot load file in Meshes\TR\a\tr_A_stud_leath_bt_F.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\tr_A_stud_leath_bt_a.NIF cannot load file in Meshes\TR\a\tr_A_stud_leath_bt_a.NIF.
Will use the default object Marker_Error.NIF.
Actor Animation problem with "TR_Velk00000000".
This actor has no Animation class!
Using MGSO and TR Alpha 14.08
Just reporting in, is this the issue from:

"MGSO & Replacer Conflicts
Tamriel Rebuilt is aware that a popular graphics overhaul compilation called the MGSO exists, and is often used with Tamriel Rebuilt. For the most part, the two can be used alongside each other, however, particular replacers in that pack may cause placement errors in areas where patches have not been made to remedy these issues. The most notable of these is the On The Rocks modification, which is known to cause severe placement issues in our areas, often blocking cave entrances and roads. Another modification known to cause issues is the Mountainous Red Mountain replacer which also causes major placement issues, especially in the Velothi Mountains. A workaround can be found here.
There is also the fact that as we progress further on, our dependency on vanilla assets will decrease. Popular replacer mods will not affect unique TR assets, which will be encountered more frequently in our newer areas."

update: looks like MGSO got rid of my add to the morrowind ini for the bsa, going to add the bsa again and report back

Update2: That fixed it.
abot
TR Tester
Posts: 94
Joined: Sun Nov 30, 2008 11:58 pm
Contact:

Post by abot »

[moved to Mainland thread]
Locked