The Quest Sarvanni Courier: Molecrab Shells (TR_m1_SA_SC:MS) try to add the item TR_Ingred_Molecrabshell_01 that don’t exist. The Quest can’t be closed without console commands. Tested with OpenMW 0.40.0+git201609301416~ubuntu16.04.1.
One: When doing the Muskflies in Bal Oyra quest, I killed all of the muskflies before talking to Rone. When I went to her after finishing, she gave me the quest but would not seem to acknowledge its completion. I reloaded, talked to Rone, and then killed the muskflies. This seemed to fix the problem. Also, I was suffering from a common disease; that may have played a role.
Two: There’s a floating bollard on the docks of Bal Oyra. It’s TR_ex_com_bollard_02 with the listed coordinates.
Almost all of the ID-related problems have now been fixed. Green stomps have had quotations around their IDs added, red stomps haven’t, but still should have fixed the problem. – Kevaar
This is extremely minor, but Cornelius Arjax’s placement in “Firewatch Library, First Floor” is too close to one of two nearby chairs and this causes him to “float”. The bug isn’t resolved by using the RA command.
In the current version of Tamriel_Data, the Orange Moss static is named without a region designation ( T_Mw_Flora_OrangeMoss_*). These should be renamed to T_Mw_FloraAT_OrangeMoss_*.
Script TR_m1_q_RR_MQ_FinalShowdown has possibly some critical bug, I needed to use console and type “enableplayermovement”, because script lacks this part and I couldn’t move after it ends.
It’s a script connected to Master Mithras questline.
The TR_furn_nars_carpet set use a material with a high specular value, giving them a slightly satin-y finish from certain angles. Unless the effect is intended, these should probably be changed to match the default vanilla material values. Additionally, some of the carpets in the set (2 & 5) have misplaced UVs causing white patches along the edges (as per the picture).
Item: TR_w_iron_morningstar
This weapon has badly stretched UVs and needs its UV fixed. It may also need some texture reworking or vertex shading, since the spikes are not very visible.