The reason for the poor performance in Port Telvannis with OpenMW is that most of the slaves are being stuck in the slave pod doors and thus are causing an insane amount of physics calculations each second. A simple fix for this is to move the slaves further away from the doors.
There is a hole in the wall in the tower in Tel Ouada. It is an interior cell, so I can see into the abyss. It is in "Tel Ouada, Tower: Shaft" on the level that goes to the living area.
"No Hospitality Papers? That's just typical" - has no check for item hospitality papers
"Sorry. You need to have your Hospitality" - checks for Rank difference < 0 or <= 0, (other than that they seem identical), however the Avenue won't sell hospitality papers to faction members. Merchants should be Retainers and this makes it impossible for low-rank Telvanni players to get services if they didn't get papers before joining. Just replace rank difference with "function same faction == 0"
A lore detail in the Dwemer exhibition of the IGS representation in OE ...
At first, a compliment for the creator of this place. It captures imperial fascination with Dwemeri archeology in a way I have not seen since ESA: Redguard and also represents cyrodiilic armchair studies at its finest. The interior feels unique, fresh and most creatively designed. Just one minor detail struck me odd from a lore perspective:
There's the shell of a dead skar in the Molagreahd Channel north-east of Ashamul. Just next to the cliffs behind the little river. You should go take a dive and see it, it's worth it. These shells are so big that on Vvardenfell they've built a good part of the city of Ald-ruhn within one!
If whatever this is is still there it should probably be called an emperor sea crab and not "a skar"
Golos Merevu's shack in Ildrim has two points of entrance, which are inverted. So when entering one door from outside, it takes the player to the inside of the other door and vice versa. At least that's what I think happens here, but I don't really know how doors work...
TR used to use chargen_plank. This is no longer the case in the current files in the release tracker.
But it still uses CharGen_crate_01_empty, which it really should not, as these crates have a limited function and using them more than in the starter script screws up scripts. For practicaly example, OpenMW keeps them floating around the Seyda Neen docks.
They should be replaced with a generic empty crate.
I encountered two issues while playing today: - cephalopod mirages in the ocean: they appear *above* the waterline if I am far enough, then they fall in the water or spawn right under their previous position if I get nearer; this occurred in the area between Seitur and Sailen and off Gorne's eastern coast. - swimming Alit: again off Gorne's eastern coast, it was chillin underwater (not far from the dead man's staff guy, IIRC) Hope this is not too vague, I don't know how to get in-game coordinates.