TR_Data Error Reporting

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Thrignar Fraxix
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Post by Thrignar Fraxix »

#1: edit your post next time, it hasn't even been 30 minutes.
#2: what is this file? TR_Map1+(1.1).esp? This doesn't look like anything we put out. If you aren't using our actual release then it isn't surprising that problems are arising.
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Post by zx21 »

MW Mod File info from Mash
---------------------------------
TR_Map1+(1.1).esp
The Tamriel Rebuilt Team
10/2/2006 5:36:32 AM
The northeastern area of Morrowind rebuilt. Occupies cells from (9, 8) to (49, 29).
- Firewatch & Port Telvannis
- Bal Oyra, Gah Ouadaruhn, Gah Sadrith, Ranyon-ruhn & Tel Ouada
- Alendu Plantation, Ashamul, Orelu Plantation, Sadas Plantation & Sarvanni
-----------------------------------

Thank you 4 your reply I edited previous posts some

Your initial opinion is that TR_Map1+(1.1).esp is not needed ?
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Thrignar Fraxix
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Post by Thrignar Fraxix »

I don't remember us releasing anything as an esp, but I don't handle releases...
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Post by zx21 »

Problems seem 2 hav been located = )
+++++++++++++++++++++++++++++++++++++++++

To wk around:
Error: Expression Error Unable to find cell id
"Yashazmus" in script TR_m1_GS_MQ_5_WrapUp.

I unchecked:
GameFile231=TR_Map1+(1.1).esp
Aurthor:The Tamriel Rebuilt Team
10/2/2006 5:36:32 AM
The northeastern area of Morrowind rebuilt. Occupies cells from (9, Cool to (49, 29).
- Firewatch & Port Telvannis
- Bal Oyra, Gah Ouadaruhn, Gah Sadrith, Ranyon-ruhn & Tel Ouada
- Alendu Plantation, Ashamul, Orelu Plantation, Sadas Plantation & Sarvanni

&

To work around:
Expression Error Unable to find cell id "Bal Oyra" in script TR_m1_BOmuskflyscript.

I unchecked:
GameFile203=Private_Tower_Ordeal.esp
Aurthor:HB
10/14/2002 11:30:28 AM
-Ver 1.0-
THIS PLUGIN REQUIRES 'PRIVATE_TOWER_BALMORA.ESP' VERSION 30. MAKE SURE TO CHECK IT IN THE DATA FILES LISTING!
This plugin contains a large castle complex and a quest for the private tower in Balmora.Test if you are a worthy owner.
===========================================

Thank You for You Help ; )
Guest

Post by Guest »

BTW

I figured out what TR_Map1+(1.1).esp is,

it's an expansion to the Tamriel World Map View !!

It's not needed but I'd luv 2 know if there are any other expansions to the Tamriel World Map View ; )
Guest

Post by Guest »

This Patch fixes the World Map 2 some degree = )

Morrowind Code Patch
-----------------------
http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008#p17604
Guest

Post by Guest »

Anonymous wrote:This Patch fixes the World Map 2 some degree = )

Morrowind Code Patch
-----------------------
http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&t=1008#p17604

ty
= )
latendresse76
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TR_data script error?

Post by latendresse76 »

ok i'm making an ingredient sorter that covers the TR ingredients and when i go to compile the scripts it get and error here is a screen shot of the error message and the script and the change i made to the script in question.
the error went away and compiled the scripts.
[img]http://i947.photobucket.com/albums/ad312/latendresse76/TRscriptcopy.jpg[/img]
i'm not a script writer more of a modifier of others scripts but i though i should point it out
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Post by Why »

Thanks for reporting. I checked and here's a clarification: it appears that TR_TestPosScript is broken in TR_Data, but fixed by both the public release of TR_Map1 and our private TR_Mainland. (I guess it should probably be removed from TR_Mainland and fixed in a new TR_Data but that's not my decision to make)
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Post by latendresse76 »

it ends up fixed by my house mod since that's the only way i could compile the scripts with out the extra dependencies. if i run across any thing else i'll try to be as comprehensive in what it is as that one.
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Spelling Errors

Post by rpeh »

I don't know if people have already picked up on this, but going to [url]http://www.uesp.net/w/index.php?title=Special:WhatLinksHere/Template:Sic&limit=500&namespace=122[/url] will show you all the spelling mistakes we picked up on when transcribing books onto UESP. It also lists some spelling errors in journal entries.
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Post by CXA26483 »

2/21/2010 (17:41)
TR_Map2.esm 11/29/2008 (14:37)
Owner
ex_dwrv_observ00
Kemel-Ze, Vels 8147 -788 20
"this has no collision..."
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Post by Guest »

TR_Data.esm is dated 05/15/10
Maps are dated 11/29/08
(don't know if still relevant)

---------------------------------
Object: TR_ex_Imp_GateSmall01
Error: Gate swings through player
---------------------------------

Instructions for reproducing this glitch:
Open the gate, then position yourself facing its centre. Activate.
You can also get stuck inside the mesh in some positions. You can get out by activating it and pressing forward repeatedly though.

Locations:

TR_Map2.esm 11/29/2008 (22:37)
TR_ex_Imp_GateSmall01 Helnim (26,1) 215302 9405 592
TR_Map2.esm 11/29/2008 (22:37)
TR_ex_Imp_GateSmall01 Helnim (26,1) 213958 15513 367

PS: gate looks unused and clean - doesn't fit imho. Wouldn't a "flat" version, textured similar to the doors in vanilla, be a better choice?
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Post by Why »

Object: TR_a_watchman_gauntlet_left and TR_a_watchman_gauntlet_right
Error: There seems to be an extra glove bleeding into the proper glove.
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Post by karpik777 »

TR_furn_plaque_durzog_01.nif - the teeth part has no transparency (which it should have).
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Post by Guest »

Yesterday I downloaded the TR Morrowind Map1: Telvannis (v2.0) mod off of Planet Elder Scrolls and attempted to install it. I used the BSAReg.exe to update the Morrowind.ini file. However, this failed to work, so I updated the file manually. Unfortunately the following errors still persist and the game crashes shortly thereafter.

Model Load Error: Meshes\TR\x\TR_ex_entrance_AC_01.nif cannot load file in Meshes\TR\x\TR_ex_entrance_AC_01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\TR_c_extr_shoes_01_F.nif cannot load file in Meshes\TR\c\TR_c_extr_shoes_01_F.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\TR_com_Dun_Hood.nif cannot load file in Meshes\TR\c\TR_com_Dun_Hood.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_shirtcom_001_cm1.nif cannot load file in Meshes\TR\c\tr_c_shirtcom_001_cm1.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_pant_com_001_g.nif cannot load file in Meshes\TR\c\tr_c_pant_com_001_g.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_shirt_com_001_w.nif cannot load file in Meshes\TR\c\tr_c_shirt_com_001_w.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_shirt_com_001_fa.nif cannot load file in Meshes\TR\c\tr_c_shirt_com_001_fa.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_shirt_com_001_ua.nif cannot load file in Meshes\TR\c\tr_c_shirt_com_001_ua.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\TR_a_mlcrb_f.NIF cannot load file in Meshes\TR\a\TR_a_mlcrb_f.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\a\TR_a_mlcrb_a.NIF cannot load file in Meshes\TR\a\TR_a_mlcrb_a.NIF.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_pant_com_001_k.nif cannot load file in Meshes\TR\c\tr_c_pant_com_001_k.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\tr_c_pant_com_001_ul.nif cannot load file in Meshes\TR\c\tr_c_pant_com_001_ul.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\b\TR_Dark Elf_M_Head_05.nif cannot load file in Meshes\TR\b\TR_Dark Elf_M_Head_05.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\c\TR_com_h_robe_AA01.nif cannot load file in Meshes\TR\c\TR_com_h_robe_AA01.nif.
Will use the default object Marker_Error.NIF.
Model Load Error: Meshes\TR\cr\TR_molecrab_VO.NIF cannot load file in Meshes\TR\cr\TR_molecrab_VO.NIF.
Will use the default object Marker_Error.NIF.
Creature "TR_cr_molecrab_diseased00000000" has no animation groups.
Morrowind will crash!
Model Load Error: Meshes\TR\cr\TR_but_gmicro_AA.NIF cannot load file in Meshes\TR\cr\TR_but_gmicro_AA.NIF.
Will use the default object Marker_Error.NIF.
Creature "TR_cr_but_gmicro00000000" has no animation groups.
Morrowind will crash!
Creature "TR_cr_but_gmicro00000001" has no animation groups.
Morrowind will crash!
Actor Animation problem with "TR_cr_but_gmicro00000000".
This actor has no Animation class!

The following is the archive data, just in case I did accidentally add something improperly.

[Archives]
Archive 0=Tribunal.bsa
Archive 1=Bloodmoon.bsa
Archive 2=TR_Data.bsa

[Game Files]
GameFile0=Bloodmoon.esm
GameFile1=Morrowind.esm
GameFile2=Tribunal.esm
GameFile3=TR_Data.esm
GameFile4=TR_Map1.esm
GameFile5=entertainers.esp
GameFile6=AreaEffectArrows.esp
GameFile7=Better Bodies.esp
GameFile8=Arknthand Extended.esp (My own mod)
GameFile9=Traveling Arsenal.esp (My own mod)

To an extent I'm hoping that I just overlooked something and made a stupid mistake. Neither of my mods are large and they only affect Arkngthand and my character.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

TR_Data is in your datafiles folder, and not a subfolder correct?
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Kortova

Post by Kortova »

Yes, I double checked and it only resides within the Data Files folder.
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Post by Haplo »

All I can say is, if TR_Data.bsa and TR_Data.esm are in your Data Files folder, download Antediluvian Secrets and try again. AS contains the 2nd area of the mainland, and also an updated Telvannis region, and a newer TR_Data.esm and .bsa
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Post by Kortova »

Downloading Map2 fixed the lack of animation that was causing the game to crash but I'm still getting the following error messages;

Unable to find base object 'TR_cr_but_gmicro' for cloning.
Unable to find base object 'TR_cr_but_gmicro' for cloning.
Unable to find base object 'TR_cr_but_gmicro' for cloning.
Missing object "TR_cr_but_gmicro00000002" for reference during cell "Molagreahd Region" load.
Error encountered loading reference for Leveled Creature 'TR_r_Molagreahd_land+0'.
Missing object "TR_cr_but_gmicro00000000" for reference during cell "Molagreahd Region" load.
Error encountered loading reference for Leveled Creature 'TR_r_Molagreahd_land+0'.
Missing object "TR_cr_but_gmicro00000001" for reference during cell "Molagreahd Region" load.
Error encountered loading reference for Leveled Creature 'TR_r_Molagreahd_land+0'.
Errors were encountered loading from file 'Restore.ess'.


Those errors aside, it seems to be working now. Though when I rested it caused Morrowind to stop responding, though I think that was the game itself and not your mod. If there's anymore information that you need, let me know.
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Post by The Greatness »

Kortova wrote:Errors were encountered loading from file 'Restore.ess'.
It might be a corrupted save. Do the errors persist in another save file?
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.
Kortova

Post by Kortova »

I believe you're right, though I had experienced those problems earlier with my other character, they have ceased. Hopefully whatever went wrong is working again. Thank you for your aid.
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Post by Gubbtjuven »

zx21 wrote:Problems seem 2 hav been located = )
+++++++++++++++++++++++++++++++++++++++++

To wk around:
Error: Expression Error Unable to find cell id
"Yashazmus" in script TR_m1_GS_MQ_5_WrapUp.

I unchecked:
GameFile231=TR_Map1+(1.1).esp
Aurthor:The Tamriel Rebuilt Team
10/2/2006 5:36:32 AM
The northeastern area of Morrowind rebuilt. Occupies cells from (9, Cool to (49, 29).
- Firewatch & Port Telvannis
- Bal Oyra, Gah Ouadaruhn, Gah Sadrith, Ranyon-ruhn & Tel Ouada
- Alendu Plantation, Ashamul, Orelu Plantation, Sadas Plantation & Sarvanni

&

To work around:
Expression Error Unable to find cell id "Bal Oyra" in script TR_m1_BOmuskflyscript.

I unchecked:
GameFile203=Private_Tower_Ordeal.esp
Aurthor:HB
10/14/2002 11:30:28 AM
-Ver 1.0-
THIS PLUGIN REQUIRES 'PRIVATE_TOWER_BALMORA.ESP' VERSION 30. MAKE SURE TO CHECK IT IN THE DATA FILES LISTING!
This plugin contains a large castle complex and a quest for the private tower in Balmora.Test if you are a worthy owner.
===========================================

Thank You for You Help ; )

Hello.
I get the same error: "Expression Error Unable to find cell id "Yashazmus" in script TR_m1_GS_MQ_5_WrapUp."

But im not sure how you mean to fix it?
Where can I uncheck the files?
In the morrowind.ini I't doesn't seems like I've got that TR_Map1+(1.1).esp

But I think the error may have occurred when I have messed around with new and old versions of the maps of TR...


Any suggestions?
Desperately trying to restore my old savegame.
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Post by The Greatness »

Gubbtjuven wrote:Hello.
I get the same error: "Expression Error Unable to find cell id "Yashazmus" in script TR_m1_GS_MQ_5_WrapUp."

But im not sure how you mean to fix it?
Where can I uncheck the files?
In the morrowind.ini I't doesn't seems like I've got that TR_Map1+(1.1).esp

But I think the error may have occurred when I have messed around with new and old versions of the maps of TR...


Any suggestions?
By 'uncheck files' he means in the data files list just after you open Morrowind. Basically, these kind of errors are caused by other mods changing the names of cells in TR, which means scripts can't find them. You'll need to find out which mod it is and disable it.
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.
Guest

Post by Guest »

Thanks!

After trying to add and remove a few mods the problem dissapeared :)
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Post by arvisrend »

Psyringe wrote:Creature TR_cr_dae_bat (Daedric Batfiend) :

Very hard to hit, I spent 5 minutes trying to find the right spot. I see this has already been reported in Aug 2008 (although for the Daedric Bat, not the Batfiend).
Is it considered rude if I resurrect this bug report? Not only is this monster hard to hit; also it is most often unable to fight the player when placed in a daedric ruin. Reminds me of some Wizards' Islands creatures...
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Post by Thrignar Fraxix »

It is always fine to necromance an error reporting thread.

About the error you report, rest assured that the daedric bat will be removed/replaced with a suitable new creature. That annoying menace shall terrorize the citizens of Tamriel no more.
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Post by arvisrend »

Thanks, you are like St. Jiub who drove the cliff racers away from Vvardenfell.

Is it any good to try playing TR1 with the new versions of TR_Data.esm from your "Objects of Tamriel" downloads page? It has some incompatibilities, but generally seems more up-to-date than the TR_Data.esm from the Map 2 archive.
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Post by Katze »

The new TR_Data has some model fixes, but mostly won't affect your playing of maps 1+2. An up-to-date version of TR_Data will come bundled with the next release, so you might as well wait for that unless you want to use TR resources in a showcase for the project.
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Post by Why »

arvisrend wrote:Is it any good to try playing TR1 with the new versions of TR_Data.esm from your "Objects of Tamriel" downloads page? It has some incompatibilities, but generally seems more up-to-date than the TR_Data.esm from the Map 2 archive.
You could, but it doesn't really matter. The TR_Data that comes with the map downloads is complete enough to fully support maps one and two. The stuff we added since those releases will only take up extra memory and won't actually show up in your game.

Of course, if you want to use TR_Data for a plugin of your own or if you're just curious about what's been added since our last releases, that's an entirely different story. I remember that, before I joined the team, I sifted through every snippet of information about TR's progress I could find, including digging deep into whatever was the most recent version of TR_Data I found available for download. :P

edit: ninja'd by Cat.
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Post by arvisrend »

@Catharsis: Will it be another beta release? I don't want to wait for the final; that would make my looking for bugs useless.

@Why: ah, ok. Since I have nothing to do with models, digging inside the BSA won't help me anyway. You have my respect, by the way, for the sheer number and quality (the daedric bats were a single exception) of new material made for TR.
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Post by arvisrend »

FIXED

Let me repost my remarks on balancing here since the leveled lists seem to be map-independent:
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.

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.
Additionally,

- Dridreas (TR_cr_dridrea) have a 100% Blind spell (part of TR_cr_spider_poison). On an unpatched Morrowind this is only a visual problem (in fact, a Blind spell even increases the player's attack damage, due to a bug), but MWCP makes it actually render the player helpless (attack damage is reduced by 100% as far as I understand, i. e. player makes no damage). I would think about reducing this severely, particularly since dridreas rarely occur alone and some daedroth could kill the player while he is blinded. Oh, and both dridrea spells (TR_cr_spider_poison and TR_cr_spider_web) have the same typo in their name: "Memphala" should be "Mephala" (or is the spelling Memphala rooted in lore?).

- When you replace daedric bats by something that actually has a hitbox, please make sure they get a lower fire spell or don't appear until level 30 or so. Some players have altmer characters...
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Post by arvisrend »

FIXED
(1) Errata for Emnvae's contract (book TR_bk_EmnvaeC_EL):

- typo: 'brutallity'.

- an apostroph would be appropriate in 'The Guildmasters speech'.

- same mistake in 'the Iothorecs guards'. besides, is the 'the' really appropriate?

- again, a strange full stop in 'better trained than that.not even a challenge'.

- in 'the opportunity to finish his the first few words of the dialogue', the 'the' article looks wrong. besides, shouldn't 'dialogue' be 'monologue'?"

(2) Bugs in book TR_bk_WeightofGuilt ("The Weight of Guilt"):
1) '"Breton." one of the Blades'. Maybe a comma would be better after the "Breton" here.
2) 'a burly redguard who's eyebrows met each other above his nose'. "who's" -> "whose".
3) 'I noticed that it's massive hands has blood on them'. A similar mistake: "it's" -> "its".

This is repeated a sentence further. And repeated many times later - just do a Find/Replace run.
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Post by arvisrend »

FIXED

(3) Bugs in book TR_bk_BecameMonster1_NT:
- 'as either fact of fiction' should be 'as either fact OR fiction'
- a whitespace is missing before 'I am not hungry!'

(4) Bugs in Book TR_bk_AboveItAll:
- 'to a adjoining town'. I think the 'a' should be 'an' here (but I may also be wrong).
- 'it's' once again (should be 'its').
- 'provided me' should be 'provided to me'.

(5) Book TR_bk_BecameMonster2_NT as well as tome 1 have manual word wrapping.
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Post by arvisrend »

FIXED
Balancing again:

- In my opinion, levelled creature list TR_LC_Sacred_Land_skeletons+0 shouldn't contain "skeleton archer". It seems strange anyway that there are skeletons walking around in the Sacred Lands (does the temple fail to have its own necromancy under control under the nose of Alma Rula?). But mainly there is a balancing problem: Sometimes these archers have paralysis arrows (grey shafts of holding, as part of their l_m_wpn_missle_arrow leveled item), and then they becomes extremely nasty enemies (particularly together with other monsters). The easiest way around would be just to create a new "TR_skeleton archer" creature with a new "TR_l_m_wpn_missle_arrow" leveled list with the same arrows except for the grey shafts of holding. But do what you consider best.

- Daedra skin is STILL a very hard to obtain ingredient (in particular, no infinite supply), although it's necessary for a map 1 Telvanni quest. I bet nobody notices since everyone uses the MPP which makes it appear on every odd Daedra. Someone told in the IRC channel that Vermai drop this, but this is not true: TR_cr_vermai DON'T drop it (only TR_m1_Vermai_PT do - but these are just the 2 friendly Vermai in Port Telvannis and they don't even respawn). Haplo Edit: I will add daedra skin to regular Vermai

(I mentioned a similar problem with heartwood above, but it is not as important since no quests require heartwood.)
MoneyBags01
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Map?

Post by MoneyBags01 »

Umm I'm sure you've heard about this but the world map of the TR world is very werid, and half the time when I use global map I just see sea. Also i look forward to helping my fav. team I am good at Quests (I have lots of ideas if you need them) exterior cells and house making, bug testing, and mild scripting I also have a small list of bugs I have found I have to remember where I put the list lol
rpeh
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Quarantine in Books

Post by rpeh »

Not sure if this is the right place for this, but I can't post in some of the more logical-sounding areas...

I understand that mention of the quarantine is going to be removed from future releases of TR. I was checking to see where we mention it on UESP and found two books that will need changing.

Pius Clericus's Travels on Vvardenfell is one. It looks like the quarantine stuff can be trimmed without any great difficulty.

Apelle Laecinnius's Defense of Morrowind Volume I is the other. Again, it's just a brief mention so shouldn't be hard to fix.

Sorry if you already know this, but I thought I should mention it.
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Haplo
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Post by Haplo »

Thanks for checking, rpeh.
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rpeh
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Post by rpeh »

Would you like me to post the lines of current dialogue that mention the quarantine, or are you already on top of this?
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Haplo
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Post by Haplo »

If you could post them here that would be great:

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=21126
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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