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Message
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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| Gez wrote: |
| Making a replacer plugin wouldn't be too hard. |
Good point.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Thu Mar 15, 2007 7:43 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Object: tr_ex_statue_felms01
Error: Vertices are very obvious on it. Could use smoothing.
Object: TR_ex_statue_llothis01
Error: Looks slightly "hunchbacked" from the front. Not important, though.
Object: TR_ex_statue_soldier01
Error: From certain angles, the helm's chin has a hole in it.
Object:TR_ex_statue_SS01
Error: Pose is unweildy, and helm is broken (á la dead Sotha) Helm should be fixed. I would love to see this statue done even better.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Sat Mar 24, 2007 12:36 pm
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theviking
Honorary Member
08 Jan 2007

Location: Alphen aan den Rijn, the Netherlands
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The white book of house Indoril:
The white book currently places a councillor in Dragon Glade, but we have agreed to rename that town Akamora. It problably would be better to change it after all map2 interiors are merged.
_________________ Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Thu Mar 29, 2007 2:20 pm
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souldread
TR Modder
15 Jan 2007

Location: New York, USA
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Tr_furn_com_wallscreen_01-02
The screen is not slightly transparent, like the screens from the normal game. Realistically, light should shine through.
_________________ If you die without fear, you die with honor. If you die without courage, you die with discrace. If you die without fighting, you die without service to the emporer.
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Sat Mar 31, 2007 9:22 pm
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Guest
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Whilst flying from Tel Mora to new landmass, this error message came up:
Actor Animation Problem
"TR_er_barfish_1a000001@
This actor has no animation class
I had Morrowind, Tribunal, Bloodmoon and the two TR ESMs selected.
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Sun Apr 15, 2007 3:22 pm
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Guest
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The previous 'Guest' post was from me, prior to registering:
I ran the BSAReg programme but immediately got this message:
"All BSA Archives are already properly registered"
It came up immediately I launched the BSAReg, which leaves me thinking that it didn't do it's job properly for some reason.
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Sun Apr 15, 2007 3:54 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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Open up your Morrowind.ini file, hit ctrl+F, and type 'archive'.
It should throw you down to the section where the .bsa files are located (Tribunal.bsa, etc.). You should see a 'TR_Data.bsa'. If there is a line that says that, it's registered. If not, add it manually.
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Sun Apr 15, 2007 4:41 pm
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galraen
Member
15 Apr 2007
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Thanks Haplo, that should sort the problem.
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Sun Apr 15, 2007 8:20 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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TR_extravagant_glove_l_01
and
TR_extravagant_glove_r_01
Both need to be removed from TR_Data.
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Mon Apr 16, 2007 10:30 pm
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El Scumbago
Honorary Member
09 Apr 2005

Location: Athens, Greece
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They look ok to me Haplo. Why would you want to remove them?
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Tue Apr 17, 2007 9:54 am
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widsith
Member
14 Apr 2007
Location: Norway
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In Firewatch if you leave the huge doors opern and do stuff, like entering and exiting a building, they will become pretty mesed up, like still beeing open but when you try to open them they swing another 90 degrees so they dissapear into the wall.
And some of the doors in the reception hall at firewatch, when they swing in they clip with the carpets.
And i forgot to note, but at the docks of one of the places you can go by boat from Firewatch (there are only two, so cant be so hard to figure out), there are two sacks flying in the air next to a barrel.
All I found when I took it for a spin today.
Erik
_________________ Greetings
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Tue Apr 17, 2007 8:16 pm
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blackbird
Reviewer
01 Mar 2007
Location: Brugge (bruges), Flanders, Belgium
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| El Scumbago wrote: |
| They look ok to me Haplo. Why would you want to remove them? |
Have you ever placed them on a table. There is something wrong with in its whole. Having two gauntles for one, isn't logical.
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Tue Apr 17, 2007 8:40 pm
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Haplo
Administrator
30 Aug 2003

Location: Celibacy
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Well, the fact that the object is both gloves melded together, which is wrong and unnecessary. We already have the exact same left and right gloves as single gloves. The ones that need removing--besides being an error--are just carbon copies with a different ID.
_________________ Head of Morrowind & Morrowind Data Files
[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
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Tue Apr 17, 2007 10:56 pm
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Tyrion
Reviewer
31 May 2006

Location: currently hiding in Pentos (aka Philadelphia)
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| widsith wrote: |
| In Firewatch if you leave the huge doors opern and do stuff, like entering and exiting a building, they will become pretty mesed up, like still beeing open but when you try to open them they swing another 90 degrees so they dissapear into the wall. |
We've had this problem since we first released map1 but I thought it was resolved. Are you sure you're using the newest version of map1?
_________________ "Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
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Tue Apr 17, 2007 11:23 pm
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Starcrunch
Honorary Member
17 Aug 2004
Location: DC, USA
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This issue was not resolved. I have only just corrected it as of a few nights ago (this reminds me that I need to test the scripts; so it may not be fixed yet, but it was clear how the scripts were failing). It will be incorporated into the next alpha release (version 0.20) and should be publicly available for the next beta (coming soon to a site near you).
-Starcrunch
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Wed Apr 18, 2007 12:04 am
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widsith
Member
14 Apr 2007
Location: Norway
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Aaand some more bugs. Finaly figured out I should use the BC instead.
4/18/2007 (15:03) TR_Map1.esm 1/1/2007 (00:00) erik dahl TR_imp_guard_s00000003 Firewatch (17,15) 145570 127312 463 "guards without helmets dont have no right pauldron"
4/18/2007 (15:12) TR_Map1.esm 1/1/2007 (00:00) erik dahl iron throwing knife Firewatch, Iron-Grip Weapons 3910 3239 14277 "knives bleed into eachother"
4/18/2007 (15:33) TR_Map1.esm 1/1/2007 (00:00) erik dahl TR_m1_CooksMuch00000000 Firewatch, Beleth's Bakery 4028 4183 14914 "Cooks-Much? Dude, thats just lame, ok. He cooks but still?"
4/18/2007 (15:37) TR_Map1.esm 1/1/2007 (00:00) erik dahl TR_a_iron_bracer_left_03 Firewatch, Chatal Mendor: Armorer 4194 4178 12245 "Left iron bracer and Chitin left gauntlet bleeds int eacother."
4/18/2007 (15:3 TR_Map1.esm 1/1/2007 (00:00) erik dahl repair_journeyman_01 Firewatch, Chatal Mendor: Armorer 3831 4180 12229 "two hammers bleed into eacother"
4/18/2007 (15:39) TR_Map1.esm 1/1/2007 (00:00) erik dahl imperial boots Firewatch, Chatal Mendor: Armorer 3832 4212 12271 "imperial steel and iron boots bleed into eacother"
4/18/2007 (15:40) TR_Map1.esm 1/1/2007 (00:00) erik dahl steel_boots Firewatch, Chatal Mendor: Armorer 3987 4506 12176 "armor pile next to fireplace bleeds into eahother"
4/18/2007 (15:50) TR_Map1.esm 1/1/2007 (00:00) erik dahl TR_m1_Marcus_Bennelus00000000 Firewatch Library, First Floor 3889 4268 3 "Librarian, knows it all about everything, with an exeption of solstheim. He knows the location of everythingexept that."
4/18/2007 (16:17) TR_Map1.esm 1/1/2007 (00:00) erik dahl TR_misc_dice Firewatch, The Brazen Maiden, Upper Level 3922 3315 12179 "dice bleed into crate lid thing"
Thats't that.
Erik
_________________ Greetings
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Thu Apr 19, 2007 2:40 pm
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Starcrunch
Honorary Member
17 Aug 2004
Location: DC, USA
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Map errors need to be reported in the following thread: http://tamriel-rebuilt.org/forum/viewtopic.php?p=213351#213351
This thread is for reporting object errors (that is flaws inherent to TR made models or other errors realted to TR_Data.ESM).
-Starcrunch
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Thu Apr 19, 2007 3:50 pm
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Kovacius
Member
02 Apr 2007
Location: PA, USA
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TR_common_skirt_01 shows up in inventory as a diagonal line, like a staff or bow icon, rather than as an obvious item of clothing.
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Mon May 14, 2007 2:23 pm
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groza528
Honorary Member
24 May 2004

Location: Maine
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Is that the same skirt that makes the actor's thighs disappear? Or has that been fixed? There is (or was) a skirt that seems to replace groin/thighs with *nothing.* A woman in Bal Oyra C&E Office is wearing it; Harminia Flavius maybe?
_________________ Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
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Mon May 14, 2007 4:54 pm
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Gnomey
TR Modder
19 May 2006

Location: In your garden.
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Doesn't every skirt do that? It always had with me. It doesn't matter much anyway, you'll hardly ever see more than the lower legs.
_________________ "The "drunks" are hopefully leading the "sober" in the right direction. They're just not heading there in a straight line...." - Kovacius
"I have nothing to declare except my genuis." - Oscar Wilde, border
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Tue May 15, 2007 12:02 pm
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groza528
Honorary Member
24 May 2004

Location: Maine
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I don't think you understand. The skirt isn't there either; I can see the wall behind her.
_________________ Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
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Tue May 15, 2007 1:18 pm
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Kovacius
Member
02 Apr 2007
Location: PA, USA
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The Skirt in question was picked up in Zainna cave. After "taking all" from the bodies and a crate or two, I noticed the odd icon in inventory. By then, it was too late to determine which of the characters or crates it came from. That was nearly a week ago, and I don't have a save from before that point.
BTW, the character in the "upper room" in Zainna is effectively blocked by all the clutter and screens. He couldn't seem to find a path to get out of that little cubicle.
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Tue May 15, 2007 1:22 pm
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groza528
Honorary Member
24 May 2004

Location: Maine
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The clutter should be in the world error reporting thread, but I did notice that and I plan on repairing it (or having it repaired) for a quest that includes that location. Thank you.
The skirt was probably random loot really. When you go back in-game, please try putting it on and if your upper legs disappear.
_________________ Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
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Tue May 15, 2007 1:34 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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*sigh* So inefficient, Groza.
I've just gone into the CS and checked out "TR_common_skirt_01", and it's fine: no see through legs, no weird icon.
And that's the only readily availiable skirt from TR, the only others being Necrom Ordinators' and Redoran guards'.
So either it's a vanilla skirt bugging, or the icon shows up weird in-game. Shouldn't do, though.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Tue May 15, 2007 3:25 pm
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Nomadic1
Honorary Member
15 May 2004

Location: Adelaide, Australia
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Could the skirt in question have been randomly generated in loot?
_________________ <insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
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Tue May 15, 2007 9:22 pm
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Kovacius
Member
02 Apr 2007
Location: PA, USA
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After going back and checking on it, I can confirm that the skirt looks normal on the character without making body parts invisible or anything (it's sort of a slate gray), but the icon is definitely "broken". If I pick it up and move it around over the landscape, it basically obstructs a diagonal line.
At first glance I thought it was some sort of staff or straight bow with a grip in the middle, until I realized that it was in with Apparel, then discovered that it was in fact a skirt.
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Wed May 16, 2007 12:33 pm
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Thrignar Fraxix
Administrator
06 Dec 2004

Location: Silnim
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The moths have square wings and in no way should require 2 hits from a daedric scimitar on a level 40 player. I think they need to be weakened a bit. (they are only moths FFS)
_________________ Reviewing Administrator
Morrowind Reviews: 1606
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
I'm not a fucking rainbow slot machine - Haplo
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Wed May 16, 2007 4:20 pm
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Gnomey
TR Modder
19 May 2006

Location: In your garden.
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Anyway, I think I know the reason for the disappearing skirt problem: When I look at the expensive skirts, there are four vanilla skirts. The first three match with the shirts etc. of that set, but the last doesn't have any mesh. Maybe the NPC makers and levelled list makers of TR added it to the mod without knowing that it didn't have a mesh.
_________________ "The "drunks" are hopefully leading the "sober" in the right direction. They're just not heading there in a straight line...." - Kovacius
"I have nothing to declare except my genuis." - Oscar Wilde, border
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Fri Aug 17, 2007 1:30 pm
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osiris
TR Tester
03 Mar 2007

Location: Rome (Italy)
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Errors in three rug meshes in the updated TR resources
I have downloade the latest updated TR_Data.esm and TR_Data.bsa (updated 07.02.2008) from the 'Objects of Tamriel' page, had a look at the meshes in the CS Preview Window and got CS error messageboxes by selecting the following meshes:
(three rug meshes)
tr_furn_com_rug_sq01
tr_furn_com_rug_sq02
tr_furn_com_rug_sq03
The CS warnings are similar to the following:
"Hash map collision between two files"
"Collision between meshes\tr\f\tr_furn_com_rug_st04.nif and meshes\TR\f\tr_furn_com_rug_sq01.nif"
and so on.
Load both the updated TR_Data.esm and TR_Data.bsa, switch to the Preview Window, select the TR meshes by starting from tr_furn_com_rug_sq01 to tr_furn_com_rug_sq03 and you will easily see the error.
These meshes are already placed in game and causes oddities
in the cells where they are.
The other meshes shows up perfectly.
_________________ Harke the Apostle, Sun Jul 13, 2008 7:26 pm
My book sucks cause it´s a vampire.
Hemitheon, Thu Jan 29, 2009 8:51 pm
*sarcastic*
You know what's also popular? Enormous flying cities and ridable dragons. Maybe TR should invest in navigable ships and underwater cities.
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Tue Feb 12, 2008 10:39 am
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Gez
Honorary Member
22 Jul 2005

Location: Bruma. Well, Brummagem.
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| osiris wrote: |
| "Hash map collision between two files" |
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRGHH!
A little bit of background info is necessary to understand why this bug appears, and how to solve it. So, here is the background info:
| Quote: |
| The Morrowind BSA format sucks gangrenous baboon balls. |
Now that this is explained, I'll go more indepth. The hash table is what is used to give an address in the BSA to each file it contains. Hash tables are a simple way to associate a number to a character string in an array. The number is generated from the name. But hash tables, by their very nature, are never perfect -- there is always the risk that two different names will produce the same number. That is to say, the function that gives a number to each name is not homothetic.
What's the effect? Morrowind will try to access file X, performs the hash on X and obtain number Y, which is also the number he'd get when hashing the name Z, so that Y corresponds to both X and Z. Using that number, Morrowind looks up in the table where the address for file X is, and he gets the address for file Z...
So, how can such a conflict be solved? There is a simple way: rename one file for each of the afflicted pairs, and repack the BSA. With luck, this time there won't be a hash map collision.
If you're technically-minded, an even more indepth overview is found here.
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Tue Feb 12, 2008 2:41 pm
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HolaMayan
Member
01 Apr 2008
Location: Germany
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I encountered a Daedric Batfiend in the Baelkashpitu Shrine. It approached me, battle music started, but the creature did not hit me, and I was not able to hit the Batfiend with a (magical) melee weapon. Only with a bow I was able to get rid of it. It fell down and disappeared - kind of slipped through the floor.
There was a second Batfiend down on the stairs that did not recognize/attack me at all even when I stood next to it.
I saw there was a discussion about Daedric Bats (collisions, sinking through the ground after being killed etc.) above in this thread: "...hitting the bat was more difficult as one now had to target even more below the creature than before. In short, it only made things worse. So, I deleted this fix attempt and dropped the issue."
So are the Bats (... Batfiends, Batlords as far as I remember other encounters around Shrines) not meant to be hit with melee weapons at all (hitting with the bow was still difficult) or is there any other trick I did not get?
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Tue Apr 01, 2008 10:21 pm
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Denina
Member
05 Apr 2008

Location: United States
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Hello.
I've been playing around with the 2.0 beta and I've made a few notes of the minor things I've found as I played. So far in my wanderings, I've found nothing game breaking, just a few little things that I look for in any mod test that I do. I'm not finished, obviously, but I will post as I fill up a page of notes so that I know what I've posted and what I haven't. Little is more annoying than to be told about the same error twice, especially if you've already gone ahead and fixed it the first time.
1. Some crates/barrels/sacks at Fort Firewatch don't have ownership tags. Others do. Consistency and all that since some of the unowned ones have weapons, armor, etc. that could be worth a bit all added up.
2. Containers and items in Firewatch, Merdon Dillmoon's Manor lack ownership tags as well.
3. Static error near entry to Fort Firewatch - looks like overlapping column or room pieces - most noticable at the column to the left when you enter the cell.
4. Elfmaid Ship in Bal Oyra: some containers and objects are floating in mid-air, both on the deck and inside the ship itself.
5. Bal Oyra, door to Dondolin's House is set too far in and creates a static error from a distance. Needs to be pulled out from the house just a tad to make it look "solid" from a distance.
Since this is only for error reporting, I'll save my compliments for another thread and not go off topic. I hope this helps.
_________________ Denina
"Welcome, Friend. You're nearly a legend around here. Please...talk!"
Fort Elder Scrolls
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Sat Apr 05, 2008 7:01 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Thanks Denina. For some of those errors, particularly number 3, it'd be really useful if you could do the BetaComment think talked about in the first post here, so that we could know exactly which statics it is that need fixing.
And well spotted with all these errors. I'm impressed.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Sat Apr 05, 2008 7:11 pm
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Denina
Member
05 Apr 2008

Location: United States
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Well, I don't really "get" the BetaComment thing, since the ID is just the imperial pillar right from the construction set and I sincerely doubted that would be very helpful so I just took a picture of it instead and circled in red what I'm talking about.
I was also wrong about its location in my previous post. I remembered incorrectly, and for that, I apologize.
Anyway, when you first enter Firewatch, Hill Bastion from the outside, and you look downstairs you'll notice the pillars have a static error. It's the room with the Imperial and Redguard guards, as shown in screenshot. In game you will see the error better but I drew circles where you'll see it in red:
Now, for the door error in Bal Oyra that I mentioned:
There, I hope this is more helpful.
_________________ Denina
"Welcome, Friend. You're nearly a legend around here. Please...talk!"
Fort Elder Scrolls
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Sat Apr 05, 2008 7:37 pm
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Denina
Member
05 Apr 2008

Location: United States
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Oh, one more thing that I forgot to mention in my previous posts. I don't know if this is by design or oversight, but some of the containers outside the buildings in Bal Oyra are owned, others are not. Most that were marked were owned by the Imperial Guards, if I remember correctly. Anyway, just an FYI in case it is an oversight.
_________________ Denina
"Welcome, Friend. You're nearly a legend around here. Please...talk!"
Fort Elder Scrolls
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Sat Apr 05, 2008 7:43 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Thanks (Denina).
Anyway, BetaComment also gives us the precise location of the clicked object in-game, and also gives the exterior cell co-ords, if you're in an exterior. So it can be very useful if you do use it.
BTW, are you using an NPC size changing mod? 'Cos that Imperial guard looks tiny!
EDIT: Ninja'd.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Sat Apr 05, 2008 7:47 pm
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Denina
Member
05 Apr 2008

Location: United States
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Haplo: Sorry, didn't occur to me that anyone would care about double posting as long as it wasn't spam. Duly noted for future reference though.
Bloodthirsty Crustacean: Ah, I didn't know that it would also give location. By the time I got back in game, I couldn't remember what I was supposed to type to make it work, and since I was in game anyway, just figured I'd take pictures instead. *makes note to self: write down more detailed notes before going back in game*
And no, I'm not using an NPC size changing mod of any type. It must just be the perception from the angle and view from the screenie. In game the Redguard looks really huge as compared to other Redguard NPCs. He towered over my character, who is an Imperial female, and the Imperial guard NPC was right around the same height.
_________________ Denina
"Welcome, Friend. You're nearly a legend around here. Please...talk!"
Fort Elder Scrolls
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Sat Apr 05, 2008 7:55 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Hmm. Strange. I'll have to check to see if that's actually a proper bug on our end, or just some quirk on your PC.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Sat Apr 05, 2008 8:25 pm
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Denina
Member
05 Apr 2008

Location: United States
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I appreciate you looking into that. I'd like to know that too. If it's something wrong on my end, I'd like to fix it (providing there's any way to do so without messing up any save games).
_________________ Denina
"Welcome, Friend. You're nearly a legend around here. Please...talk!"
Fort Elder Scrolls
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Sat Apr 05, 2008 8:33 pm
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Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere
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Well, clicking him and typing "SetScale 1" should fix it, if it's not some kind of graphics glitch.
_________________ a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Sat Apr 05, 2008 8:36 pm
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