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Gez
Developer Emeritus
22 Jul 2005



This thread is for error reporting about the actual world of TR_Mainland; the exteriors, the interiors, and the objects in them.

Please use this format for posting errors:

----------------------
Cell: Please tell us the name of the cell you found the error in. If you found it in an exterior, please give the grid position
Location: Give a more specific location, if it applies.
Error: Report the error here.
----------------------

For example,

----------------------
Cell: Firewatch Palace, Duchess' Quarters
Location: On the table
Error: The cutlery bleeds into the table
----------------------

----------------------
Cell: Yashazmus, exterior
Location: Largest dome piece
Error: A root is floating
-----------------------

It can be very helpful to use Morrowind's beta comment function to report errors. To enable this function, simply open up Morrowind.ini and find the line:

BetaCommentFile=

Change this to:

BetaCommentFile=BetaComment.txt
(You can name it anything you want, as long as it has the proper extension)

Then when you see an error, open up the console, click on the object (you should see its ID in the title bar), and type

bc "This is wrong"
or something similar
A log will be created stating the time, place, exact position, cell, and your comment.

Please don't write your bug reports in boldface. We use boldface to mark bug reports that are already fixed. If you post yours in boldface, then we will think it is fixed already and won't fix it.


Last edited by Gez on Sat Aug 10, 2013 11:26 am; edited 1 time in total
Post Mon Dec 01, 2008 6:42 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Evil Eye, on the official forums (only the Mainland bugs; the Data bugs are in an internal thread):

There're a few floaters on the sea side in (25,-5).
The door leading to Ayemar, Guard Tower (the one on the bridge) is stuck in/behind the wall.
The stairs leading to the Dreynim Spa, Foyer are too low, jumping is required to get on the platform. The bridge in Dreynim suffers from much the same problem. As do the shack steps directly across the rope bridge in (30-10). Crap, I honestly thought those bridges were fixed using collision meshes... -Nemon


Last edited by arvisrend on Thu Jun 07, 2012 5:06 pm; edited 1 time in total
Post Thu Jun 07, 2012 10:58 am Send private message             Reply with quote                   up  
TheUnending
Developer
13 Jun 2010

Location: Arcane University

Not sure if its just me but the stairs going throughout Akamora are a little hard for the player to walk up. Not sure why that is but just wanted to say something just in-case it wasn't jsut me.
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Post Thu Jun 07, 2012 2:48 pm Send private message       Send e-mail       Reply with quote                   up  
Evil Eye
Developer
03 May 2009



Guess I'll just post 'em up here straight away.
There're some floating rocks (and rather bizarrely a flying root) in (43,-14).
The left (coming into Necrom) wall sticks through the gate at (44,-12).
arvisrend wrote:
Crap, I honestly thought those bridges were fixed using collision meshes... -Nemon
I did spot a few collision meshes in the CS.

Haplo Edit - Please use BetaComments to report errors in-game!
Post Thu Jun 07, 2012 4:22 pm Send private message             Reply with quote                   up  
greendogo
TR Tester
29 Mar 2008

Location: Land of Oz

Cell: Mendris Terif's Shack
Error: Baskets and clutter prevent exploration of "Mendris Terif's Shack"


terrain_rock_rm_21 Inlet Bog (14,-21) 118464 -164541 2530 "floating"
terrain_rock_rm_20 Inlet Bog (14,-21) 119440 -164512 2512 "floating"
terrain_rock_bc_18 Inlet Bog (16,-19) 132800 -149242 772 "floating"


Flora_kelp_01 Lake Boethiah (34,-1) 283689 -4597 -168 "kelp above water"


furn_shrine_veloth_01 Necrom, Catacombs: Third Chamber 1968 -896 -549 "there's a non-functioning shrine to veloth among four shrines"

TR_ex_ind_bridge_stair Dreynim (29,-23) 241288 -185624 592 "middle step on TR_ex_ind_bridge_stair near lumber camp requires a jump to get over"

Cell: Sacellum of St. Llothis: Shrine
Error: No guard or NPC to prevent outright theft.

Cell: Refuge of St. Aralor
Error: No guard or NPC to prevent outright theft in atrium.

tr_ex_ind_stair01 Alt Orethan Region (25,-23) 208110 -182304 -80 "stairs over bridges in front of Meralag prevent smooth climbing"

Cell: Meralag
Location: In front of The Golden Glade
Error:Stoop in front of Meralag, The Golden Glade sinks into the ground and looks ugly. I don't agree.


Ardkoz 5120 5376 9344 "Ardkoz's lava pit/shaft thing has no enclosure or room above, so you can just levitate out into the void through the top."

Cell/Location: Mansurabi, all areas
Error: Mansurabi seems devoid of all life, lack of detailing?

Necrom, Upper District (44,-11) 363072 -83904 1808 "The flags outside of the Refuge of St. Aralor and the Shrine of Saint Rilms are not activators. while the flag in front of the Sacellum of Saint Llothis IS an activator"

Someone already pointed this out, but I didn't know if they were clear enough. The "Foreign Quarter" of Necrom seen on the drawn map in game is absent. To be fixed...

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http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455
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Last edited by greendogo on Tue Jun 19, 2012 4:20 am; edited 1 time in total
Post Mon Jun 11, 2012 6:10 am Send private message             Reply with quote                   up  
Kayden
Member
04 Aug 2011

Location: Here, there, place.

Not sure if this belongs here or not but for some reason some Telvanni towers, the manor in helnim, the guard tower in akamora, and the tower in firewatch won't load in MGE, not sure what the problem is or if its something wrong with TR and the last release of MGE.
Post Thu Jun 14, 2012 2:49 pm Send private message             Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



Must be a problem with mge. Since you are talking about (some) vanilla models. Try reloading you distant land settings and generate distant meshes again.
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Post Thu Jun 14, 2012 4:58 pm Send private message             Reply with quote                   up  
Kayden
Member
04 Aug 2011

Location: Here, there, place.

Did it several times, even reinstalling MGE
Post Thu Jun 14, 2012 6:42 pm Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

You can set an override list for statics like these in MGE's distant land creator. Not exactly sure how one would do that, but it should be available on the web somewhere.
Post Thu Jun 14, 2012 7:21 pm Send private message       Send e-mail       Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

TR_Roamer_Hunter_12a in TR_Data.esm differs from TR_Roamer_Hunter_12a in TR_Mainland.esp only in hair: b_n_dark elf_m_hair_26 in Mainland, TR_de_m_hair_004 in Data. Which one is right?
Post Mon Aug 06, 2012 1:10 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

TR_ex_entrance_WG_06 Mephalain Mountains Region (33,-7) 274196 -56956 1404 "WTF another missing int"

Pulummu Mine is devoid of any interesting references.

--------------------------------------------------------------------

EDIT: Various bugs copied from other people's posts (mostly Lord Berandas'):

Not sure if its just me but the stairs going throughout Akamora are a little hard for the player to walk up. Not sure why that is but just wanted to say something just in-case it wasn't jsut me.

TR_ex_NordWell_DG Firewatch (17,15) 146992 127320 432 "should be lower, compared to the character"

In my opinion all these fences, that could be found in imperial cities (Firewatch) should be lower - it looks weird, when you have fence in front of your head and nothing by your legs.

TR_water_Circle256_DG Dagorda Cavern 2567 439 -140 "diamonds cannot be picked because of this"

TR_ex_nec_loaddoor3 Necrom, Temple Courtyard (43,-12) 354111 -90726 1787 "Im not sure about the scale of this door, but perhaps its intended, because as I've seen the doors usualy don't fit their rims exactly"

TR_in_nec_doorjamb_02 Necrom, Temple Pathway 1888 2656 1312 "isn't the doorjamb moved slightly to the ground? other doors seems to be sitting on the ground properly"

TR_ex_nec_wall_04 Necrom, Upper District (44,-12) 366656 -93344 1792 "I think this piece of wall is bleeding into the gate too much - part of it can be seen when passing through the gate"

TR_ex_ind_well Ayemar (22,-8 ) 187368 -64237 3201 "should be rotated 180 degrees, because the part which is popping out of the ground is on the oposite side in the other towers, or moving the platform up in all the towers could solve this"


Last edited by arvisrend on Mon Aug 05, 2013 6:36 pm; edited 2 times in total
Post Wed Aug 29, 2012 10:04 pm Send private message             Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

"TR_m2_mk_laughinggoblin" has not an animation, it doesn't move with the wind like other banners do.
_________________
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Music Composer & Quality Assurance
Post Sat Dec 01, 2012 10:40 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Thanks, rot!

Recording some issues I don't have time to fix now:

Cell "Romithren Monastery, Scriptorium" has several objects on de_p furniture resting badly due to 0,0 rotation.

Redesign of the "Teeth of Stone" near Akamora is probably waiting for Mwgek's models.
Post Mon Dec 17, 2012 8:47 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Overflow from other threads and betacomments.txt; probably a good part of these are obsolete.

Swiftoak about cell "Bisandryon, Gardens":
[02:01] Swiftoak: one of the leaves in the flora_bush plants is bleeding a little into the planter's edge
[02:02] Swiftoak: also the ivy
[02:02] Swiftoak: slightly floating both of them
[02:02] Swiftoak: z values -.5 will fix
[02:02] Swiftoak: the ivy on the railing


[Yeti] Just a minor detail, but TR_m3_S_Ulaf shouldn't be a slave anymore. Human slaves really shouldn't show up this far south, especially so close to the capital. I could have sworn I already made this change a while ago. His background already says he isn't a slave, but apparently I didn't get around to the ID, class, and script changes.

The southernmost parts of m3a8 (south of Enamor Dayn) are boring wg rock filler. They should probably be bordermatched with m6 at some point.

All watery areas in m3a8 are lacking mud crabs, slaughterfish and other baddies. Also all watery areas are not very detailed.

TR_terr_cliff45outL Lan Orethan Region (30,-26) 249568 -212576 1824 "bad juncture with..."
TR_terr_cliff90outL Lan Orethan Region (30,-27) 250464 -214378 1824 "... the one next to it"


TR_cont_rock_gold_02 Thalotheran Quarry (27,-28 ) 226422 -224773 1198 "when stealing (tons of) gold from these raw nodes, TR_m3_S_Ulaf nearby attacks but doesn't report the crime, even though guards are near. Seems unrelated to his Alarm rating. Not sure if fixable or how to fix, perhaps there could be a guard nearer this walkway?" Fixed by giving him Alarm 100; this IS related to his Alarm rating.

- the Thalotheran Quarry gold miners have kwama miner dialogue on "my trade" and need a special entry. This is a general dialogue problem. - esp fix in dialogue thread

- TR_m3_S_Ulgo gra-Shago Salandus doesn't have the freeable-slave greeting, instead defaults "What are you doing here? What can I do for you?"

Nedothril Coast Region: (38,-26) till (34,-27) has nothing interesting what so ever. Maybe add a cave or a bandit camp here and there.

TR_m3_Fedura_Adarys00000000 Enamor Dayn, Adarys Manor 3987 2192 14338 "keeps walking against stuff in the house"

TR_m3_Nels_Vlars 00000000 Vlars Manor 5532 2894 17602 "Naming a lot of places on Vvardenfell, shouldn't his scout class name places on the mainland?" Like all scouts. Should be a dialogue claim.

TR_m3_Ranis_Arthyn 00000000 Ranis Arthyn's House -486 -88 16130 "Only has background topic"

ex_cave_door_01 Alt Orethan Region (27,-26) 227377 -208040 1367 "Missing interior" This is being done in http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23940 .

ex_cave_door_01 Lan Orethan Region (30,-26) 250251 -212031 1719 "Missing interior"


Mwgek asks: Can the slaves at Thalotheran Manor be freed? I can't seem to find a key in the game or in the CS. (What does vanilla do in similar cases?)
- they can't. As vanilla convention goes, slaves in civilian settings aren't freeable by default


Last edited by arvisrend on Tue Aug 13, 2013 9:15 pm; edited 1 time in total
Post Tue Aug 06, 2013 1:10 am Send private message             Reply with quote                   up  
Lord Berandas
TR Tester
17 Jan 2011

Location: Prague, Czech Republic

I did a quick runthrough and find this so far:


terrain_rock_bc_15 Inlet Bog (21,-19) 177638 -148925 1021 "caspers a little"

terrain_rock_wg_01 Thalotheran Quarry (27,-28 ) 226912 -227240 2073 "caspers"

furn_de_basket_01 Thalotheran Quarry (27,-28 ) 228079 -228244 2224 "bleeds a little"


furn_woodpole_01 Thalotheran Quarry (28,-28 ) 230340 -224884 104 "I think it would look better if some of these poles would be rotated randomly"

Flora_tree_MH_01 Thalotheran Quarry (28,-28 234632 -221698 1361 "floats"

ex_velothi_entrance_02 Lan Orethan Region (31,-27) 260411 -220264 465 "caspers a little"

In_MH_door_01 Soramil and Rothera Galdavo's House 5968 4160 15488 "doesnt fit the doorjamb properly"


in_MH_int_wall_01 Bosmora, Marketplace 4064 3552 15264 "how about adding some shelves or more tapestries? this place feels too static and somehow plain for a marketplace"

TR_m3_Bosvauchest_1 Bosmora, Indoril Vault 4109 3863 12165 "I would rotate this crate 180 degrees"


I'll inspect it all properly later.
Post Sat Aug 10, 2013 10:40 am Send private message             Reply with quote                   up  
Lord Berandas
TR Tester
17 Jan 2011

Location: Prague, Czech Republic

Here are some more errors.


Flora_tree_MH_02 Lan Orethan Region (31,-26) 260514 -212265 1091 "floats"

Terrain_rocks_AI_04 Lan Orethan Region (31,-26) 261018 -211365 777 "floats"

Flora_plant_01 Lan Orethan Region (31,-26) 258788 -211497 1132 "several of them floats"

flora_sedge_01 Lan Orethan Region (31,-26) 258382 -211376 1130 "these as well"

TR_terr_cliff45outR Lan Orethan Region (30,-26) 251180 -206470 320 "caspering"

flora_emp_parasol_01 Lan Orethan Region (31,-26) 256157 -205014 842 "floating"

ex_dae_ruin_stair01_short Sirrilas (33,-24) 272899 -191795 889 "when you go from the bottom, the land on the top is hardly passable. should be lowered a bit"

ex_dae_door_load_oval Sirrilas (33,-24) 274961 -191317 2063 "inner door marker should be lowered - places player in the air"

ex_de_railing_01 Nedothril Coast Region (38,-24) 315269 -192029 1337 "the rope is not connected properly to the next pole in several cases"

ex_de_railing_01 Nedothril Coast Region (38,-23) 314020 -181875 308 "also here"

ex_de_railing_03 Nedothril Coast Region (38,-22) 318033 -176991 573 "and here"

TR_flora_Alm_flower03d Enamor Dayn (37,-28 ) 305589 -224903 738 "bleeds into the tree"

TR_flora_Alm_flower04d Enamor Dayn (37,-28 ) 305560 -224875 743 "bleeds into the tree"

flora_grass_01 Nedothril Coast Region (37,-27) 310710 -216575 1150 "is inside the rock"

TR_furn_de_tapestry_15 Hunted Hound Inn 4144 4032 16017 "isnt this bleeding into the wall slightly?"

in_velothismall_ndoor_01 Seitur, Odrothi Indus' House 3835 3626 15062 "does this house have proper lighting? there are no light sources, so it might be okay"

flora_corkbulb Nedothril Coast Region (38,-24) 311496 -188753 1160 "is slightly bleeding into the rock"

Ex_Vivec_waterfall_05 Nedothril Coast Region (36,-22) 301655 -173850 72 "perhaps add one more splash effect, or move it"

ex_de_rowboat Dreynim, Boat-building Shack 4028 4382 14630 "are you sure they will get the ship out through the doors? also, this ship seems to be cut out of a single piece of wood... Razz"

TR_m3_Dreynim_log Dreynim, Shipwright's Office 4106 4224 15177 "records of construction of ships increases merchantile? isnt this wrong?"

furn_log_01 Lan Orethan Region (30,-25) 250049 -199871 1237 "this log is not correctly placed or is floating"

terrain_rock_ai_09 Lan Orethan Region (30,-26) 252186 -206137 961 "caspering"

TR_terr_cliff45outR Lan Orethan Region (30,-26) 251180 -206470 320 "caspering or not grdsnapped"

flora_gold_kanet_01 Lan Orethan Region (31,-26) 259815 -206180 598 "floating"

flora_gold_kanet_02 Lan Orethan Region (31,-26) 259898 -206162 604 "floating"

crate_01_imp_silver Bosmora (33,-30) 271701 -242505 1499 "floating"

barrel_01_saltrice Bosmora (33,-30) 272170 -241169 1484 "is slightly bleeding, but perhaps its okay"

TR_terr_cliffel2uR Bosmora (33,-30) 278133 -238555 1374 "caspering"

Terrain_rocks_WG_01 Lan Orethan Region (27,-30) 223772 -243192 1485 "caspering"

in_stronghold_corr2_04 Salandus -192 2496 0 "there are several celling pieces missing and emptiness can be seen through"

in_strong_hall06 Salandus 1664 2048 832 "do this pieces have some purpose here?"
Post Tue Aug 13, 2013 10:47 am Send private message             Reply with quote                   up  
Hlaalu66
Member
11 Sep 2012

Location: Holy City of Necrom

Cell:
Boethian Mountains 24,2 / Helnim Slums

Location:
In the cliffside road between and west of the "Helnim, Lighthouse" and "Berantus".

Error:
Part of the cliff is misplaced, and the Rock Stairs is placed completely wrong.
Also, the door into Berantus is "Glitched" by rocks poking out from it. - not found

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Post Tue Sep 10, 2013 3:59 pm Send private message       Send e-mail       Reply with quote                   up  
Ashstaar
Developer
02 Jun 2005



Cells: Akamora

Around Akamora the water is too "deep" in several places. You can walk under the water level due to the space between the water static meshes and the ground level. The other thing that doesn't look too good to me is the water around the farm at Akamora. The ground level is not low enough or needs more rocks to cover up the edges of the water mesh. View the pics. I circled the areas in one of them.



akamora_water_1.jpg
 Description:
Akamora locations.

Download
 Filename:  akamora_water_1.jpg
 Filesize:  436.87 KB
 Downloaded:  285 Time(s)


akamora_water_2.jpg
 Description:
Farm water.

Download
 Filename:  akamora_water_2.jpg
 Filesize:  217.55 KB
 Downloaded:  288 Time(s)


akamora_water_3.jpg
 Description:
NPC underwater.

Download
 Filename:  akamora_water_3.jpg
 Filesize:  108.35 KB
 Downloaded:  308 Time(s)

Post Thu Sep 12, 2013 11:40 pm Send private message             Reply with quote                   up  
zarathustra
Member
07 Jan 2014



Hi - These ruffles caught my attention the other day.


Cell: Akamora, Guls Manor
Location: The upper floor's central static
Error: Should be an interior corner but is a center piece - you can see into the grayish nothingness



Cell: Akamora
Location: The manor atop the mountain
Error: Not necessarily an error, but something that left a small tear in my immersion experience. In a place like Akamora, you can't help but take note of the shape of the exteriors. The interior of the mountain-top manor seems conspicuously mismatched with its exterior - it was disarming when I walked into a salon that, by my geometry, ought to be floating above the vale (think the interior wraps around the opposite direction of the actual layout of the exterior). I know interiors aren't intended to fit snugly into their exterior shells - but just wanted to let you know that I found it to be distracting.


Cell: Dulandos, Main Hall (exterior entrance)
Location: The exterior entryway
Error: This is something I seem to recall annoying me in Vanilla. The exterior door leading into the ruin is impossibly small - even for a Bosmer. The door on the interior side is appropriately sized. Maybe Dunmer have gotten taller over time or something, but barring some such explanation, I see no reason to carry shoddy use of a static in Vanilla over to TR. Upping the size would be a simple way to get rid of this distraction (BTW, loved seeing the OM architecture thrown into an exterior cell!)
Post Wed Jan 08, 2014 3:07 pm Send private message             Reply with quote                   up  
CorwinIcewolf
Member
19 Jan 2014



I'm getting a ton of objects being replaced by the big giant blue exclamation mark with the yellow diamond. including all of Teris Sevuro's body, everything on Zuriel Drelor except his head, arms, and feet. I followed the link for version 1.5 that wentto morrowind nexus, downloaded it from there. I;m looking at the archives in the morrowind.ini file right now, it clearly says Archive 2=TR_Data.bsa directly beneath the tribunal and bloodmoon ones.

Edit: never mind, apparently the bsa file needs to be in the data files folder with the plugins and not in the morrowind folder. Now anyone who made the same stupid mistake as me that reads this will know.
Post Sun Jan 19, 2014 2:09 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

again on the internal file (f=float, c=casper):

In_DB_front01 Lan Orethan Region (34,-30) 285049 -244154 4881 "f" (might also scale up this ext shell since it's ridiculously small like all OM) (careful, a script spawns 2 skeletons near this)

Terrain_rocks_AI_02 Lan Orethan Region (35,-30) 286948 -240511 2062 "c"

Terrain_rocks_WG_01 Nedothril Coast Region (37,-31) 304929 -250342 803 "c"

Terrain_rocks_WG_04 Nedothril Coast Region (37,-31) 310210 -248001 1009 "c"

Terrain_rocks_WG_01 Nedothril Coast Region (37,-30) 309704 -239705 389 "c"

Terrain_rocks_WG_04 Nedothril Coast Region (37,-30) 309947 -238906 379 "c"

Terrain_rocks_AI_02 Lan Orethan Region (36,-30) 295517 -244602 1243 "c"

terrain_rock_wg_18 Nedothril Coast Region (36,-29) 298977 -235414 1754 "c"

Terrain_rocks_WG_02 Nedothril Coast Region (36,-29) 297539 -236504 1843 "c"

Terrain_rocks_WG_04 Nedothril Coast Region (37,-30) 309947 -238906 379 "c"

Terrain_rocks_AI_01 Lan Orethan Region (34,-30) 281325 -243534 3884 "c"

Terrain_rocks_AI_02 Lan Orethan Region (34,-31) 281676 -246129 4193 "c"

Terrain_rocks_AI_02 Lan Orethan Region (35,-31) 289045 -249278 2611 "c"

TR_terrain_AI_rock_10 Lan Orethan Region (35,-30) 291125 -245492 3391 "c"

Terrain_rocks_AI_03 Lan Orethan Region (36,-31) 297587 -249731 1068 "c"


terrain_rock_wg_08 Nedothril Coast Region (37,-30) 311188 -238091 -292 "gr tex issues nearby"

terrain_rock_wg_10 Nedothril Coast Region (38,-30) 311442 -240999 34 "gr tex issues nearby"

Terrain_rocks_WG_02 Nedothril Coast Region (36,-29) 300516 -231142 2012 "textures around here"


Last edited by arvisrend on Sat Feb 01, 2014 8:34 pm; edited 3 times in total
Post Mon Jan 27, 2014 4:21 am Send private message             Reply with quote                   up  
Tes96
Reviewer
06 Sep 2009

Location: Armun Ashlands, Morrowind

It would be nice if there was one sticky topic where we could all post errors instead of each individual posting topics. So I'll just make this for now.

These two walls in Necrom aren't layered together very well. The one below seeps through and makes it look fuzzy and distorted. Someone might want to adjust it by a tiny bit.


TR_furn_Plank_broke_04 has caspering in the actual model. That should be fixed.

TR_bk_WayrestJewel is valued at only 1 gold. I'm assuming this is going to be changed later on. A book should cost more than a blank piece of paper. ([b]sc_paper plain is worth 3 gold.)[/b]

That's it for now.

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"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
Post Sun Mar 02, 2014 7:30 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Reminder this still needs doing and I still can't do it.

rot wrote:

TR_flora_tree07_ND Lan Orethan Region (33,-28) 275450 -226288 2345 "This is the 'crevice' area which will need work and plugging till its corresponding interior is done" - edit: still needs doing, and is not trivial (both on skills and CPU)


more precisions: there might still be some caspering from inside the crevice, but mostly it's the underwater area beneath that needs fixing:

In_OM_hall_02 Lan Orethan Region (33,-28) 276983 -226904 -272 "this hole corridor caspers from outside"
in_OM_Aquaduct Lan Orethan Region (33,-28) 276544 -226752 -1168 "needs block under west side of this arch"
in_OM_Aquaduct Lan Orethan Region (33,-28) 276001 -227295 -1168 "also under this big one"
In_OM_doorjam_03 Lan Orethan Region (33,-28) 276484 -226778 -233 "these are too small to pass through..."
In_OM_doorjam_03 Lan Orethan Region (33,-28) 276224 -227048 -234 "these are too small to pass through..."
In_OM_doorjam_03 Lan Orethan Region (33,-28) 276765 -226497 -230 "these are too small to pass through..."
- Swift finished the crevice, could probably use a check

The whole region is otherwise still in need of playtesting - constantly finding extreme floaters etc



TR_flora_tree07_ND Lan Orethan Region (36,-31) 295266 -251187 1473 "roots melded into rocks in a bad way. one root bleeding out of the lower side of the rock next to waterfall"
Ex_Vivec_waterfall_03 Lan Orethan Region (36,-31) 295524 -251304 818 "rocks bleeding into roots"


TR_flora_tree07_ND Lan Orethan Region (33,-28) 274880 -221463 3490 "roots caspering from below, at the entrance to Mahsamsi" - should be fixed on the model soonish

terrain_rock_wg_10 Mephalain Mountains Region (28,-15) 233707 -122257 882 "vs"
Terrain_rocks_WG_04 Mephalain Mountains Region (29,-15) 241216 -122484 1628 "vs"

door_cavern_doors10 Lan Orethan Region (33,-28) 274864 -221934 2920 "empty space behind door"
door_cavern_doors10 Lan Orethan Region (33,-28) 274864 -221934 2920 "rock on the left also caspering"


TR_terr_cliffst12 Lan Orethan Region (33,-28) 273609 -221552 2635 "caspermeister"
Terrain_rocks_AI_01 Lan Orethan Region (33,-29) 272864 -231374 2296 "weirdbleed"
TR_terr_cliffmscwf3 Lan Orethan Region (32,-28) 270284 -228600 2736 "casper"
Terrain_rocks_AI_04 Lan Orethan Region (33,-29) 270357 -231205 3251 "'casper'"
Terrain_rocks_AI_03 Lan Orethan Region (32,-29) 267633 -231990 3354 "'casper'"
TR_terr_cliffel2dR Lan Orethan Region (31,-30) 253963 -240850 795 "casper on small end"


TR_terr_cliff90outL Lan Orethan Region (33,-28) 275036 -227398 1877 "casper"
TR_terr_natural_bridge_GG Lan Orethan Region (33,-28) 276005 -225911 1843 "caspers near tree"


- seems an amount of trees were added in the region (around Lan Orethan Region (35,-31) ...) without any shading


TR_ex_ind_hwall03 Gorne (41,-30) 338944 -242048 1728 "casper"
Terrain_rocks_AI_01 Lan Orethan Region (35,-31) 288558 -246391 4769 "f"


Terrain_rocks_WG_02 Nedothril Coast Region (37,-27) 308805 -218843 1494 "texture?"

In_DB_front01 Lan Orethan Region (34,-30) 285049 -244154 4881 "floating"
In_DB_front01 Lan Orethan Region (34,-30) 284597 -244819 4948 "corner floating"

TR_flora_tree07_ND Lan Orethan Region (34,-31) 284908 -251083 2278 "caspering roots"
Flora_tree_MH_02 Meralag (25,-22) 211564 -179907 238 "growing from rocks"
In_OM_Dias Lan Orethan Region (35,-30) 288043 -245091 4443 "still caspering slightly from west"
In_OM_Dias Lan Orethan Region (35,-31) 288050 -246000 4376 "''floating'' side from north"




- more on the foliage issues (also something I can't fix): again, there are still many trees with leaves sharply plunging into rocks on ground/player level right next to the road, which is afaik considered a bug in exterior reviewing, (and it also looks terrible because of the far textures but this should be fixed on the model?)
BUT the worst of it is where it generates invisible collision where you should be able to walk.

TR_flora_tree12_ND Lan Orethan Region (35,-30) 292468 -245580 2570 "dunno which of these is causing collision"
TR_Flora_treeoak_FZ1a Lan Orethan Region (35,-30) 292462 -243142 3555 "but both look wrong"


- there may still be items left completely underground (ie useless hit to performance) in the exteriors


Last edited by rot on Mon May 26, 2014 3:57 pm; edited 1 time in total
Post Sat Mar 15, 2014 6:48 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



EX_MH_bazaar_stage Akamora (30,-11) 252870 -88627 4345 "edge caspering from below"
Post Sat Apr 12, 2014 6:32 pm Send private message             Reply with quote                   up  
Tondollari
Developer
02 Dec 2013

Location: Louisiana

Peninsula of Veloth (46,-18) "Peninsula's ocean floor does not heightmatch with Wilderness ocean floor"

I don't see it, probably fixed. -Swiftoak
Post Sat May 17, 2014 4:57 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



From beth board, did not check:


"Terrain_rocks_GL_01 TR_4-48 (-9,-18) -73377 -140114 1421 "tear_in_landscape"

terrain_rock_wg_09 Mephalain Mountains Region (22,-11) 180934 -88184 1484 "floating_rock" not found

Spiffy_GH_Fireflower_02_P Boethian Mountains (34,11) 282281 92700 631 "I tried to walk through a patch of red fireflowers but could not" TR doesn't have this item. Replacer?

in_cavern_beam00 Galseah, Deep Caverns 1333 80 -1017 "Got stuck and IIRC I had to use TCL to get loose. The info is to give you an idea of the location where it occured; I'm not saying it was due to what I clicked on for use with betacomments"
Post Wed Jun 25, 2014 8:45 pm Send private message             Reply with quote                   up  
abot
TR Tester
30 Nov 2008



Regarding possible issues with objects floating out of Z bounds,
I wrote a tes3cmd perl script and found these:



TR_Mainland Copy.esm CELL (DATA): mephalain mountains region (31, -15)
Ex_waterfall_mist_01
z = 202922.5625

TR_Mainland Copy.esm CELL (DATA): dun akafell (25, -13)
in_OM_Aquaduct
z = 1251244

TR_Mainland Copy.esm CELL (DATA): nedothril coast region (36, -22)
Ex_waterfall_mist_01
z = 174619.21875

TR_Mainland Copy.esm CELL (DATA): nedothril coast region (36, -22)
Ex_waterfall_mist_01
z = 177307.234375

TR_Mainland Copy.esm CELL (DATA): nedothril coast region (36, -22)
Ex_waterfall_mist_01
z = 173792.515625

TR_Mainland Copy.esm CELL (DATA): nedothril coast region (36, -22)
Ex_waterfall_mist_01
z = 175649.03125
TR_Mainland Copy.esm was not modified


Ogre/OpenMW limits apart, Lightwave suggests in TESAnnwyn manual that -32760 <= Z <= 32760

d. Morrowind specific restrictions

The Morrowind game engine has a 16-bit height range limit. Ironically the Construction Set doesn't. This limit restricts the usable height range to approx +/- 32768 game units (+/- 4095 THU or +/- 467 metres), so, technically, mountains are impossible in Morrowind. With TESAnnwyn, you can scale down the heights of an imported heightmap manually using the '-s' option or use '-r' to exponentially scale down tall heights (above 20,000 game units) and '-l' to flatten the maximum height to 32760 game units (4095 THU).


the script could be adapted to automatically move the object down to a min. Z coordinate if you want to move instead of delete them
Post Wed Sep 03, 2014 5:29 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Forgive me if I am ignorant, but I do not understand the nature of this problem. From what I understand, the heightmap can't go over 32K units. But statics should. So basically we have to lower those statics somehow? But why, becase it works perfectly in the vanilla engine.

Edit: This is probably an instance of rouge objects being placed there by accident. There's no reason why any TR content should exceed the 32K limit. Thanks abot!

_________________
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Wed Sep 03, 2014 7:14 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I am fairly sure these should be deleted, not floored, as most of them wouldn't fit at their given X- and Y-coordinates whatever Z-coordinates they would be moved to. I think whoever placed them in the CS lost them (things like this do happen; compare with the stray pathgrid points) and just assumed they were nowhere.

Quick fix for whoever edits TR_Mainland first:

tes3cmd delete --instance-match "Z:174619|Z:202922|Z:1251244|Z:177307|Z:173792|Z:175649" "Data Files\TR_Mainland.esp"

Many thanks, scrawl & abot!
Post Sat Sep 06, 2014 1:17 am Send private message             Reply with quote                   up  
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