Necrom ownerships and misc bugs

Type: 

Bug

Severity: 

Normal

Game version: 

Morrowind

Concerns: 

TR_Mainland

Related Release File: 

Found in Version: 

Status: 

Fixed for Version: 

Description: 

(reposting from old forum, most if not all should still be unfixed
all concerning Necrom)

 

 

_ WanderAi:

TR_m2_Driresi Llandra00000000 Necrom, Pallbearers and Sweeps 237 -255 -382 "constantly walking against furniture"
TR_m2_Llidresi Sathis00000000 Necrom, Charnelworks Records 4582 3417 15810 "is stuck in table / wanderAi"
TR_m2_Llaro Veloren00000000 Necrom, Charnelworks Mortuary 1453 -2026 2 "has AiWander leaving lower room empty"
TR_m2_Irver Duleth "stuck walking against furniture"
TR_m2_Ulmosi Sarendas "dumb wanderAi behaviour"

_ misc :

TR_in_nec_4way Necrom, Memorial to the War of the First Council -256 0 -256 "this part of the int doesn't fit its corresponding interior entrance..."
TR_in_nec_ramp_02 Necrom, Memorial to the War of the First Council 0 256 -256 "...notably, this ramp..."
TR_in_nec_doorjamb_01 Necrom, Memorial to the War of the First Council -256 384 -384 "... so the door would need to be placed further into this?"

sc_paper plain Necrom, Charnelworks Mortuary 636 -334 383 "these are..."
sc_paper plain Necrom, Charnelworks Mortuary 636 -311 383 "...at eye-level, which makes them appear as floating/caspering ingame"

misc_skull00 Necrom, Charnelworks Records 4407 3516 15886 "should there be skulls randomly out in the open like this? they not supposed to be sacred? why is it on a bureaucrat's desk?"

misc_com_bucket_01 Necrom, Pallbearers and Sweeps 4 588 -108 "should buckets with fake water in them be statics instead?"

flora_plant_04 Necrom (42,-11) 351761 -83757 709 "those exterior planters don't have ownership, contrary to what is said in all TR dialogue"

TR_ex_nec_loaddoor3 Necrom, Temple Courtyard (43,-12) 354111 -90726 1787 "door doesn't fit entrance"

Necrom, Alma Rula's Retreat "interior doesn't have the windows in its exterior"

TR_m2_Dethral Ginith Necrom, Dethral Ginith's Workshop 4410 3981 14882 "interior has special name. looks like it's supposed to be a potter, but dude is a monk and has default monk dialogue. Is there a class Potter? (also was that potter wheel thing added?)"

TR_in_nec_loaddoor01 Necrom, Ordinator Storage Tower 4992 3904 15040 "better if opened in other direction (can't pass)"

Comments

Also still not implemented:

Rot's picture

Also still not implemented:
TR_m2_q_18_Gathys says (Greeting 1) he will give you a reward if you meet him in Necrom. He doesn’t appear there at all yet,
"or even see about working with you again." if you're a temple member.

-----------

And yet another loose end:
The last Ranyon-Ruhn Temple quest ends with
“go to Necrom, the Holy City of the Dead, and report there that a cult of Molag Bal has been discovered”

By and large these have been

Atrayonis's picture

By and large these have been implemented.
Not these:

comitting a crime in Necrom, Fane of the Ancestors triggers
"constant messagebox 'The intricate lock on these doors appears to require three separate keys.' wtf?"
likely because the Ordinator behind the doors scripted for this message is trying to open them.
Since they'll be scripted anyway, the doors (m2_445_vaultdoors) could be made into an activator instead of a door-type object?

Currently beyond me

TR_in_nec_4way Necrom, Memorial to the War of the First Council -256 0 -256 "this part of the int doesn't fit its corresponding interior entrance..."
TR_in_nec_ramp_02 Necrom, Memorial to the War of the First Council 0 256 -256 "...notably, this ramp..."
TR_in_nec_doorjamb_01 Necrom, Memorial to the War of the First Council -256 384 -384 "... so the door would need to be placed further into this?"

oh wew. The whole interior doesn't actually line up, since the exterior is flexed in a 17° angle. Can't be corrected without more meshes. The same goes for the other interior following that exterior.

Necrom, Watch Barracks "'Watch' barracks - is that from back when there was a 'city watch' and a NPC for it? now that they're ordinators in mourning are they not the... archcanon and whatevs?"

Not a bug. Vivec (a much newer city) has an Office of the Watch. That term has precedence.

misc_skull00 Necrom, Charnelworks Records 4407 3516 15886 "should there be skulls randomly out in the open like this? they not supposed to be sacred? why is it on a bureaucrat's desk?"

Singular skull, not endemic. Might be her predecessor, might be her ancestor. Not a problem. Unless there is a very compelling reason, there are enough ideas to keep it on the desk.

Putting a traditional lock on

sirrah's picture

Putting a traditional lock on the Necrom triple-key door prevents the Ordinators from trying to use it, seems like the most straight-forward solution.

Except for the unfortunate

Rot's picture

Except for the unfortunate case where the offense in question is unlocking those doors... incitation, making it even more likely for the player to be caught committing a crime! An activator should be an all-around cleaner option.

Also re:Hamlet, here's the pro forma reason: apparently TR lore now has it considered impious not to send remains to the fencepool! = in the Necrom temple offices of all places, a skull having been so obviously placed as mindless decoration isn't just stupid but also an actual mistake.
On the other hand, throw it a name and a line about how nobody else could keep track of the records and that might even redeem the place...

Actually, it seems like even

sirrah's picture

Actually, it seems like even when the door (or any door?) is unlocked the NPCs avoid it, so long as it was previously locked. Saving/reloading/leaving the cell doesn't seem to change their minds. Of course, making it an activator would side-step the issue entirely, so that would probably be cleaner as you say.

Just looked at the door: it's

Rot's picture

Just looked at the door: it's actually not a swing door, but the future load-door to the famous Necrom basement? Making it temporarily load in front of itself fixes the message spam. - done
That however raises another issue, that of scripted loaddoors which are bad (why? IIRC they mess with CellChanged? or make companions disappear? or something) -- and that one is easily fixed by placing a non-scripted loaddoor behind it. Later the scripted one will just have to be disabled as desired,
tested Y minus 0.2 units works, the shift will be unnoticable (even if disabled right in front of player)

These all seem to be fixed,

Atrayonis's picture

These all seem to be fixed, are unfixable without additional assets (and not really noticeable in-game), or pending the Foul Murder questline.

As such, I'm closing this bug report.