Isle of Stirk Error Reporting

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MAGETA
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Post by MAGETA »

yeah all the bugs are the same from v6, but in v62 i found some new goodies. Wasn't missing houses or anything major... still works fine but:

- Guards are naked, Lady N said that

- The Slowdown for me by the statue has increased twofold (maybe there are two? sometimes the CS duplicates stuff)

- The ship has disappeared entirely

Also noticed some oddities:

- who leaves their clothes to dry on the beach?

[url=http://img.photobucket.com/albums/v630/magetaman/a6.jpg][img]http://img.photobucket.com/albums/v630/magetaman/th_a6.jpg[/img][/url]

- Drunk Tom Albin drinks a sip every second... and in front of a chapel no less!

- Stirk isn't visible until getting really close (have to get as close as i show on the map), and it clips together in bits... probably can't do anything about this but i thought I'd bring it up.

[url=http://img.photobucket.com/albums/v630/magetaman/a4.jpg][img]http://img.photobucket.com/albums/v630/magetaman/th_a4.jpg[/img][/url]
Last edited by MAGETA on Fri Aug 11, 2006 3:54 pm, edited 1 time in total.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

the clothes are for a pseudo quest. If the script is working then the ship is in Anvil, and hasn't actually disappeared. I did have the same problem and questionabout stirk appearing only at a close range.
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Post by Sload »

Lady Nerevar wrote:-guards dont have any armor save greaves. i found them all cudeling together in thebushes... :S
All of them standing in the bushes is a serious error. Please give more detailed information.
-people love to wonder through the tall grass and hills. they should stick to the roads. its looks wierd when a party of 5 noblemen goes out for a hike to the fort....
Then appearantly they don't prefer to wander on blue paths. I have a guess to the problem that isn't very positive.
-miners just stand around teh mine
They should wander around in the mine and unless you can give me an idle animation of them "mining," that's what you're going to get. They should be given pickaxes.
- The Slowdown for me by the statue has increased twofold (maybe there are two? sometimes the CS duplicates stuff)
The statue has 32,000 faces, roughly 16,000 faces more than expected.
- The ship has disappeared entirely
Not an error.
- who leaves their clothes to dry on the beach?
Please describe the situation at the time. Particularily, if anyone was in the water or lacking clothing. Particularily, if that was Julia Basilla. If you don't remember, try again.
- Drunk Tom Albin drinks a sip every second... and in front of a chapel no less!
See, his constant drinking is intentional, but when you say "in front of the chapel" I am lead to be worried, because he's supposed to be sitting by the mine. So please, what exactly was he doing besides drinking and where was he doing it?
- Stirk isn't visible until getting really close (have to get as close as i show on the map), and it clips together in bits... probably can't do anything about this but i thought I'd bring it up.
Not an error. LOD has not been generated.
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Post by Thrignar Fraxix »

Pics with the errors in the file name. The staue slowed me down too, but I guess that is a known problem. The guards were not standing in the bushes (on my game) they were just standing next tto the ASS.

EDIT: Also the jail teleport thing didn't work. I chose to go to jail and it warped me all of the way to anvil.
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Post by Lady Nerevar »

the clothes on the beach are there all day sload. seems to be a problem with her AI. srunk tom is indeed infront of the church.... all day in every game i tested. the guards were in the buches next to the ASS this time again. ill fix all errors that i can in next version.
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Post by Thrignar Fraxix »

Sload, please don't shoot the messenger, but...

The ship doesn't work.
I waited in the ship (using the bed), and when the time came, it kicked me out onto the anvil dock, and then the boat disappeared.
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Post by Colhir »

The houses still dont show up for me. Stirk manor is fine, however all the other manors dont show up. I havnt got a clue why? This is a major problem as its more than just me who has had this problem.
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Post by Anonymous »

I can't even download it.
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Post by Noirgrim »

Downloads are limited to TR Modders.
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Post by Anonymous »

Eh? I dowloaded V5 fine....
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Post by Thrignar Fraxix »

V.625 errors

Drunken tom is now infront of the fort, and seems to be a little to strong (hp wise) for a townsperson.

the houses that don't show up, don't show up on the inside too.

the guards let me kill a guy in front of them, and did nothing to stop me (they didn't approach me, all they did was yell HELP, Murder!)

Sorry about the lack of the proper format, hope this helps.
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Post by El Scumbago »

The Flying Dutchman (aka the dissapearing ship of Stirk) is the main priority to take care of before proceeding to the NPC part. NPCs are just...empty so far.
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Post by Morden »

A lot of work has been put into the NPCs actually. They have AI and basic intro dialogue. You'll find them eating, sleeping, and carrying out their day around stirk.

As for the ship, I'm sure there are still things to work on, but it is meant to disappear and reappear throughout the day.
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Post by Sload »

It has been said that Thrignar Fraxix wrote:Sload, please don't shoot the messenger, but...

The ship doesn't work.
I waited in the ship (using the bed), and when the time came, it kicked me out onto the anvil dock, and then the boat disappeared.
There is only one error that could have caused this and I was, upon reading, convinced that I had checked it. I looked and was found right.

Therefore, there is only one way this could have happened. You need to pay.
Some claim that xMissSparklesx wrote:I can't even download it.
Not an error.
Later, Thrignar Fraxix appearantly wrote:Drunken tom is now infront of the fort, and seems to be a little to strong (hp wise) for a townsperson.
He's a fucking superhero who survives on booze. I should just make him respawn, but this confirms to me that the dumbass at ESF was wrong when they said he'll sit on the bench if I set the radius to 0. I didn't really believe him.
They also say he wrote:the guards let me kill a guy in front of them, and did nothing to stop me (they didn't approach me, all they did was yell HELP, Murder!)
Perplexing.
The supposed El Scumbago wrote:The Flying Dutchman (aka the dissapearing ship of Stirk) is the main priority to take care of before proceeding to the NPC part. NPCs are just...empty so far.
Surprisingly enough, humerous little anecdotes, such as "the Flying Dutchman," do not lessen the absolute and unbelievable idiocy of reporting an "error" which is not only obviously not an error, but has also been discussed in the thread with the file for download and even explained as not being an error in this very thread. In other words, for any other quixotic dumbass who comes here to distressedly report that the ship is not always in port: THIS IS NOT AN ERROR and the next person who says it is will have their proverbial face punched in, and I am not generally a violent person.

Or, of course, I could be completely wrong and you could have reported a serious error which needs to take priority, but I doubt it, especially since there is no specific information in your post which is of any consequence or use, ergo, you have failed at reporting the error even if there was one.

Oh, and I have no idea what the hell "proceeding to the NPC part" or "just...empty" is supposed to mean. I expect you don't either.
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Post by Thrignar Fraxix »

there is no dialog option with Jaffan (or whatever his name is) for paying. is there some object that needs to be activated, or something?
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Post by Harke the Apostle »

(V 0.62)

Cell: (Fort Stirk, West Wing)
Error: strange seams in pot with Nirnroot in the tower attic. It's not the Nirnroot since I took that out, and it's still there.
Coord: ?
Fix: ?

Cell: ( name : ? the interior you enter from the ship's deck)
Error: Trapdoor doesn't work.
Coord: ?
Fix: ?

a screenshot of the ship's door. the interior seems to have no name:

[url=http://img54.imageshack.us/my.php?image=screenshot23md0.png][img]http://img54.imageshack.us/img54/3700/screenshot23md0.th.png[/img][/url]

The rest was mentioned by the others already.
Last edited by Harke the Apostle on Sun Aug 13, 2006 11:02 pm, edited 4 times in total.
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Post by Sload »

Thrignar Fraxix wrote:there is no dialog option with Jaffan (or whatever his name is) for paying. is there some object that needs to be activated, or something?
That depends. Did you go there between 8 and 9:06 AM? If the answer is yes, there's something wrong that I can't find. If the answer is no, what's wrong is that I need to somehow make it more clear how this works in-game or we'll have a lot of stupid questions about it.
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Post by Noirgrim »

----------------------
Cell: (-70,-5) -Tr07e001c09LightHouse
Error: floating static -"RockUnderWater520-0009DA6D"
Coord: -283322,-19751,3319
Fix: remove rock (it is floating and clipping the StirkBoat)
----------------------
Cell: (-70,-5) -Tr07e001c09LightHouse
Error: floating static -"RockUnderWater520-0009DA96"
Coord: -283033,-20324,1980
Fix: remove rock (it is floating and clipping the StirkBoat)
----------------------
Cell: (-70,-5) -Tr07e001c09LightHouse
Error: floating static -"RockUnderWater520-0009DA96"
Coord: -283107,-20480,452
Fix: remove rock (it is floating and clipping the StirkBoat)
----------------------
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Post by Lady Nerevar »

massive lag issues around the ship (discused in IRC)

i cant see the land in thesea for some reason. it just dissapears.

the teleport is wierd. jaffan should exti dialogue. (see vid)

thats all for now, bbl
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Post by Sload »

Lady Nerevar wrote:i cant see the land in thesea for some reason. it just dissapears.
LOD is not currently included in the Stirk file.
Lady Nerevar wrote:the teleport is wierd. jaffan should exti dialogue. (see vid)
Fixed.


Please put your errors in the proper format.
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Post by Lady Nerevar »

so the land that i made is part of LOD? kk, ill asume that thats the problem (lady n is kidna doubtfull)

edit.

nope, the land is still gone. and i dont mean the distant land, i mean as soon as your in the water its just gone, rocks and all.
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Post by Sload »

Yes, I misunderstood. On my version there is a second water level-looking-thing below the water, and when you get through it you swim normally. It's way darker below it, though.
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Post by Xui'al »

Chapel Exterior - The trapdoor is situated in the middle of the roof, whereas you go up on one end.

Fix: Move door slighly south, to correlate with the ladder.
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Post by PoHa! »

Sload wrote: They should wander around in the mine and unless you can give me an idle animation of them "mining," that's what you're going to get. They should be given pickaxes.
Instead of a new idle animation, why not set them up to 'train' their melee skillz on the rocks with a pickaxe weapon? That would likely require a tweak to the pickaxe mesh though...
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Post by Lady Nerevar »

new anims are posible however (if anyone can learn to make some)

ps. holy shit! its poha. are you back?

[EDIT]
a small error report of my own:
Location: Fort Stirk, East Wing (the abandoned section leading to the second floor)
error: one of the doorjabms is of the worng kind and you can see outside teh cell
fix: replace with a doorjamb thats curved at the top

Loaction: Fort Stirk, East Wing.
Error: as you approach the office/bedroom of orenius the middle chair is dublicated and blincks.
fix: remove of of the dublicated chairs.

Location: Fort Stirk, East Wing.
Error: Orenius is sleaping in the wrong bed. not realy an error, yet it would be cool to have him stick to his bedroom.
fix: set the sleeping package to his bed. i think thats posbiel at least...

Loaction: Fort Stirk, West Wing.
error: as you enter the right hallway from teh main room the doorjamb dosent conect to the hallway, causing it to casper
fix: either make the doorjamb conect (difficult probaly) or cover up the hole.
Last edited by Lady Nerevar on Mon Aug 21, 2006 7:00 pm, edited 1 time in total.
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Post by Noirgrim »

If people could reference the first post in this forum to get an idea how the 'fixers' would prefer to have errors reported, it would be most appreciated.
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Post by Lady Nerevar »

the coords are entirely unnecesary, since its too time consuming to look up the coords everytime you report or fix an error. ive fixed the rest of my post though.
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Post by Anonymous »

The statue has as many faces as expected, as it is almost exactly just an NPC legion model.
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Post by Sload »

A helmetted legionaire is 20k. This statue is 32k. It was 16k before exportation and only goes up to your average NPC's knee. There was a problem exporting it.
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Post by Morden »

The statue has been fixed. And a new OoT is ready if i can upload it without getting a server error.
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Post by Noirgrim »

Don't know if this has happened, but I submitted the Stirk LOD files in the OoT submission forum; they can be added to OoT as well.
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Post by Morden »

The new OoT includes the LoD, banners, armor, and fixed statue.. but when i try to upload it the forum says, "No Post Mode Specified"
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Post by Sload »

About error reports: The format should be maintained, but coords are a lot less helpful than descriptors.
Xui'al wrote:Chapel Exterior - The trapdoor is situated in the middle of the roof, whereas you go up on one end.

Fix: Move door slighly south, to correlate with the ladder.
No error. While you climb up one side, the trapdoor is clearly situated in the middle of the roof.
PoHa! wrote:
Sload wrote: They should wander around in the mine and unless you can give me an idle animation of them "mining," that's what you're going to get. They should be given pickaxes.
Instead of a new idle animation, why not set them up to 'train' their melee skillz on the rocks with a pickaxe weapon? That would likely require a tweak to the pickaxe mesh though...
If it's possible, it's difficult and time consuming. I'd have to first figure out how the training on a dummy works, then duplicate it with the dummy replaced as gold ore, then make the pickaxe a weapon (both of these certainly require unpacking the BSAs, something I've been putting of), then actually making the AI and then testing and fixing any errors.

In conclusion: I don't think it's worth the effort, but maybe I'll look into it a month or so from now when we have a relatively bugless Stirk and I've settled back into school (6 days of summer left, groan!).
Lady Nerevar wrote:Location: Fort Stirk, East Wing (the abandoned section leading to the second floor)
error: one of the doorjabms is of the worng kind and you can see outside teh cell
fix: replace with a doorjamb thats curved at the top
Fixed.
Lady Nerevar wrote:Loaction: Fort Stirk, East Wing.
Error: as you approach the office/bedroom of orenius the middle chair is dublicated and blincks.
fix: remove of of the dublicated chairs.
Fixed
Lady Nerevar wrote:Location: Fort Stirk, East Wing.
Error: Orenius is sleaping in the wrong bed. not realy an error, yet it would be cool to have him stick to his bedroom.
fix: set the sleeping package to his bed. i think thats posbiel at least...
Oonership has become unset for this cell, probably during one of those major errors we had a few weeks ago. I'll reset it, and then everything should work right.
Lady N wrote:Loaction: Fort Stirk, West Wing.
error: as you enter the right hallway from teh main room the doorjamb dosent conect to the hallway, causing it to casper
fix: either make the doorjamb conect (difficult probaly) or cover up the hole.
Fixed.

(But aren't all of these, except the third one, your errors? :P)
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Post by Lady Nerevar »

yes. the fort tileset is the biggest pain in the ass bethesda has ever desined. i have no idea how i even managed to get it to this stage (it was worse before)
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Post by Xui'al »

Location: Kynarius manor, upper door.
Error: Bleeds into wall when opened.
Fix: Remove the door.

I'm starting to get alot of FPS issues around Stirk, and I have a very-nearly-top-of-the-line machine with a score of shaders that tear through apps like Oblivion. Perhaps it's time for a cleaning?
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Post by Sload »

No it is not. Cleaning causes nothing but errors. And the issues are unknown to me, I run it fine. But it is supposedly something to do with the statue. This is actually mentioned earlier on the same page you're looking at.
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Post by Xui'al »

Sload wrote:No it is not. Cleaning causes nothing but errors. And the issues are unknown to me, I run it fine. But it is supposedly something to do with the statue. This is actually mentioned earlier on the same page you're looking at.
I seen that, but it is generally poor around Stirk, being twice as bad around the statue.
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Post by Morden »

The statue has been fixed in the latest OoT. I only get slow down when i'm looking at both the fort and the statue..though a lot less then before. Its just too many polys in one place. The animated torches which line the fort entrance don't help either.
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Post by Lady Nerevar »

first of all i have to say this: the map looks orgasmic in game. its just absolutly perfect. i also dont lag around the ship anymore (yey!)

ERROR report!

location: Tamriel
error: land fucked up. not gone, just realy messed up. statics and stuff are goen however. we had this error in a previous version too.

location: Fort Stirk, West Wing
error: ownership dosent work
fix: set ownership.

location: anvil and stirk
error: jaffan calls his ship the Marvelous in dialogue, but its called the magnificent in game.
fix: change dialogue.

location: stirk
error: the map goes compleatly white when i reach stirk. when i minimised to write this report it got normal again. wierd error...
fix: no idea.

Location: Joununi amatius (sp?)
error: he dosent have the key to his house, or his AI is just messed up. he stands in front of him locked door for hours.
fix: give him the key, or edit his AI (wich ever is the is hte cause of the problem)

location: Fort Stirk (exterior)
error: buches bleed into fort
fix: move bushes a bit

location: water cells around stirk
error: land is gone [url=http://img167.imageshack.us/my.php?image=untitledas2.jpg][img]http://img167.imageshack.us/img167/5859/untitledas2.th.jpg[/img][/url]
fix: no idea.
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Post by Noirgrim »

OoT needs to be fixed so that it does not edit the Tamriel world space.
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