TR_Mainland up to SE 1.2 (now obsolete!)

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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RelinQ
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Post by RelinQ »

Fixed

While loading the mainland.esm up last night I noticed several unused duplications of items and scripts.

The first is "Bal Oyra - T????" (um.. the muskfly guy's house)

There appears to be 2 Metal Buckets both with nopickup on them, both with unique IDs, there is one under another, so just delete 1 of the items from game.

TR_m1_NoPickBucket
TR_m1_q_bucket_noPickUp


There also appears to be 2 seperate raw musk ingredients scripted for this quest as well.

TR_m1_q51_ingred_BOmusk_UNI
TR_ingred_BOmusk_UNI


Eitherway there is at least 6 or 7 other occurances like this, when I remember the rest I'll let you know. cheers
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Post by Worsas »

The names look to me as if those items with the "q" in their names were involved in quests while their counterparts served as additional detail. I can't imagine that anyone would do this unintentionally.
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Post by Thrignar Fraxix »

you wouldn't happened to have loaded it up with the map 1 file still active would you? or even with a save that had used the map 1 file (and not been cleaned)
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Post by RelinQ »

No. I downloaded the newest TR_Mainland.esm, and those are in it. and Ive checked with the CS and with MEE. There are most definetly duplicates there.
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Post by Sload »

Worsas wrote:The names look to me as if those items with the "q" in their names were involved in quests while their counterparts served as additional detail. I can't imagine that anyone would do this unintentionally.
They would've been name-changes to fit style conventions. The ones without _q_ are outdated.
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Post by MMMowSkwoz »

RelinQ wrote:TR_m1_NoPickBucket
TR_m1_q_bucket_noPickUp
Looks like TR_m1_q_bucket_noPickUp should be replaced with TR_m1_NoPickBucket. It's not referenced by any script or dialogue and is identical. TR_m1_q_bucket_noPickUp can then be deleted.

RelinQ wrote:TR_m1_q51_ingred_BOmusk_UNI
TR_ingred_BOmusk_UNI
TR_ingred_BOmusk_UNI is unplaced and not referred to in any script, so can probably be deleted. It is indeed identical to the other one.

Thanks RelinQ
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Post by RelinQ »

Fixed

Just found something else thats wrong:

The shield: TR_m1_Ench_Towershield (Mirror Shield) is using a steel tower sheild (which is a heavy armour type) but its set too a light weight class.

Please change this to Heavy weight Class.

also TR_cr_mouse_small01 (White Mouse) currently has a scale size of 1.00, please change it to 0.50

Thanks, Relinq.

EDIT: Oh also, I know Hemi and I have urged this before, but the weapon "Gwai-lo" should probably be renamed
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Post by Worsas »

I didn't mean to show disapreciation towards what you're doing here, RelinQ. You have already proved to be very helpful when it comes to finding of errors.
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Post by RelinQ »

Oh, uh.. well none taken, I never assumed anything like that Worsas so dont worry. Theres no issues here, (not besides the errors in game that is.) :)
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Post by Andres Indoril »

Rotated bowls to fit the fixed meshes.
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Post by Thrignar Fraxix »

I'd like for someone to take another look at the dialog in Fort Windmoth. I was visiting it last night, and wasn't very happy with what I saw. Also, I know on map 1 that players were directed to a person in firewatch for transport to mournhold. Should the people on map 2 direct the person to firewatch, or a person on map 2. (regardless, most of the people I encountered down south pointed me to ebonheart, which isn't right.)
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Post by Bloodthirsty Crustacean »

Fort Windmoth's dialogue might have been tweaked a bit in the relevant quest claim recently. But yes, I very much remember that as a weak point of Map 2's dialogue, along with a few other places.

The people on Map 2 should still be directing to Firewatch. If they're not, it should be fixed so they do.
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Post by arvisrend »

Edit: All fixed now - 27 Apr 2012

Bold = Fixed
EDIT: (4) added.

I have been told to post bugs here rather than on the public forum, so let's go...

The Imperial Cult on map 1 is nice, with only three issues:

(1) [Minor complaint] 12/10/2010 (23:35) TR_Mainland.esm 7/11/2009 (20:49) skraeling TR_m1_LadiaTunifus00000000 Firewatch, Imperial Chapel -12 287 -126 "topic JOIN THE IMPERIAL CULT is not referenced from greeting. this may or may not be problematic, as most players already know this topic, but it makes getting the quest unnecessarily hard. every MW player knows that the only place to obtain imperial cult quests from is ebonheart, and might not pay much attention to cultists in the rest of the world."

(2) [Typo] 12/10/2010 (23:55) TR_Mainland.esm 7/11/2009 (20:49) skraeling TR_m1_Allion_Aberus00000000 Bal Oyra, Keep 3945 4170 13250 "his dialogue topic ELMONDER ('Yes, he is ...') has a wrong comma: 'From what I've, heard...' - the comma should be after the 'heard'"

(3) Quest TR_m1_IC_4 is buggy. First, one can heal the four alits simply by resting (time heals all wounds...). Second, the script TR_m1_q_IC_4_AlitGroupLeader leads to message spam. In order to fix this, the easiest way is to add "set numberhealed to 10" between lines 29 and 30, so that the "if ( numberhealed == 3 )" clause is executed only once (rather than each frame after the alits have been healed).

(4) Quest TR_m1_IC_4 does not react to failure (i. e., some of the alits die). Instead it just remains unsolvable. This should be fixed at least as soon as the quest chain is extended.
Last edited by arvisrend on Wed May 02, 2012 4:55 am, edited 2 times in total.
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Post by arvisrend »

Bold = Fixed


(5) Something about quest TR_m2_Wil_AvengeKnights doesn't work, and I hate to say that I have completely no idea what. If I kill all 5 sorcerers without having the 2 knights with me (no matter whether I do it BEFORE I talk to them or AFTER I talk to them, but in both cases I have not taken with me - because they're just too easy prey to the daedra inside), the quest doesn't move forward. Apparently the variable "wdead" in the script TR_m2_q_12_Counter doesn't move to 5 as it should, but I can't really verify this because whenever I write "show TR_m2_q_12_Counter.wdead", I get a cryptic error message:

http://img823.imageshack.us/img823/4448/bug2c.jpg <-- screenshot

instead of the value of the variable.

As I said, I don't know whether it works if I do take the 2 knights with me. I haven't really tried, since they die too quickly. Which brings me to the next point...


(6) The cave Galseah (and Galseah, Deep Caverns) uses leveled creatures. This is, in my opinion, pretty bad because the two knights you escort through this cave do NOT level with you, so this quest gets harder with each player levelup. Hand-placed daedra would, in my opinion, be more appropriate here. (And this will also prevent ogrims from spawning in narrow pathways where they can hardly move. I had this happen to me 2 times in this cave.)

But that's not all...

(7) NPC "TR_m2_Tarbus Norin" Greeting 7 (the first one) misspells "sorcerer" as "sorceror".

(8) Typo in Journal TR_m2_wil_Pestilent 10: "drected"

(9) Book TR_m1_bk_GilanSpeech_Uni has a typo as well: "ancestor's" should be "ancestors'".

(10) Bug in script TR_m1_Minkis: the first "if"-clause needs a "set control to 2"; otherwise he would receive new pants over and over each time one enters the ship.

(11) TR_Mainland.esm 7/11/2009 (20:49) skraeling in_de_ship_lowerlevel The Eternal Voyager, Lower Level 0 0 0 "Getting to the cursed dwemer shield isn't fun. Maybe remove some of the bottles near the central pillar, to widen the path."

(12) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_wg_11 Boethian Mountains Region (26,7) 217693 60911 1415 "The western leg of this thing is floating."

(13) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_gl_05 Helnim Fields Region (22,-3) 187878 -18937 4185 "floater"


Fixed by arvisrend - 26 Apr 2012 (partly fixed by Haplo before)
Last edited by arvisrend on Thu Apr 26, 2012 10:22 pm, edited 1 time in total.
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Post by arvisrend »

Update on (5): This looks like a failure of the Morrowind script engine to correctly parse "set [globalscript].[variable] to [number]" commands in (local?) scripts. If this is indeed the case, then we could work around it by replacing that global script by a local script running on some activator.

(14) People in Gah Sadrith should have a topic about Wetstone Tavern, methinks. With a hint to the location. Seriously, I don't understand how this tavern has any success if half of the town visitors are never going to find it.

(15) There is a minor bug in quest TR_m1_Wil_Coward ("The Coward and the Tomb"). One can skip most of this quest by directly going into the tomb and reading the note near the corpse, and talking about this note to Uneleas (dialogue topic "Ring of Rising Fortunes"). This way the quest stage is set to 50, without the earlier stages (except for 3) being triggered. This is not a problem per se (and I even think it was intention) - but Uneleas still has his dialogue topic "Family Tomb" after I do that, which gives the answer "Have you placed the offerings...", although he has not given the player any offerings to begin with (these stages were skipped!), and never will (it is too late, quest-stage-wise). If I were the author of such a complex quest, I would have split it into 3 different ones (the corpse, the offerings, and the ring), but now it is probably easier to fix the bugs than to rewrite the quest from scratch.
[EDIT: As of 2012, this doesn't seem to me that much of a problem to spend time fixing. The quest is still doable even if somewhat illogical.]

(16) 12/17/2010 (19:44) TR_Mainland.esm 7/11/2009 (20:49) skraeling Terrain_rocks_GL_01 Helnim Fields Region (27,-3) 222760 -20612 3924 "the lowermost of this rocks caspers"

(17) TR_Mainland.esm 7/11/2009 (20:49) skraeling active_com_bunk_01 Helnim, Imperial Chapels 3440 4305 15687 I get expelled from Mainland IC for sleeping here, even if I am in the Mainland IC. (I assume the other 3 beds have the same problem.)

(18) The two int cells belonging to Darano Ancestral Tomb have water. This water needs a modified monster levelled list: I can't imagine a dreugh somehow getting into this tomb. Gameplay-wise, dreughs tend to get stuck in everything (ceilings, floors) in tomb-like interiors, so they should IMHO be removed from the levelled list.


(19) 12/17/2010 (19:35) TR_Mainland.esm 7/11/2009 (20:49) skraeling ogrim titan00000000 Hassulsallusalkit, Shrine -989 4153 11094 "when an ogrim titan spawns here, he cant pass through the daedric doors. maybe there should be an extra levelled list for daedric ints without too tall critters."

(20) 12/17/2010 (00:09) TR_Mainland.esm 7/11/2009 (20:49) skraeling Terrain_rocks_WG_02 Helnim Fields Region (28,-4) 232412 -32604 2827 "another rock exposing its bottom"

(21) 12/17/2010 (19:19) TR_Mainland.esm 7/11/2009 (20:49) skraeling TR_m2_Olcarya00000000 Ohishiran 2624 4963 13826 "better to move her to a place where she can get out easily rather than running against the bed, the wall or the candle. Or improve the pathgrids."

(22) 12/16/2010 (23:04) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_wg_18 Lake Boethiah (35,-3) 293704 -19730 3410 "floater (look from E)"

(23) 12/16/2010 (23:08) TR_Mainland.esm 7/11/2009 (20:49) skraeling door_dwrv_load00 Boethian Mountains Region (27,4) 222386 36907 2699 "if you look from the east (go down some distance), you will see this slightly floating above ground"

(24) 12/16/2010 (22:50) skraeling TR_cr_tully00000002 Boethian Mountains Region (29,0) 239738 4643 790 "this is like the best fishing spot ever..."

(25) Journal TR_m2_AO_FlinGalore stage 5 is unfinished. Stage 80 has a typo ("theif").

(26) Journal TR_m2_AB_ChooseFamily stage 5: the first sentence has no verb.

(27) 12/16/2010 (22:46) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_ac_03 Molagreahd Region (24,5) 202737 44357 115 "slight floater"

(28) 12/14/2010 (00:31) TR_Mainland.esm 7/11/2009 (20:49) skraeling terrain_rock_wg_10 Boethian Mountains Region (24,3) 198972 31103 2749 "extreme floatage"

(29) 12/13/2010 (13:22) TR_Mainland.esm 7/11/2009 (20:49) skraeling TR_m2_Brelyn Dreloth00000000 Tel Muthada, The Note In Your Eye -1418 32 -130 "typo in dialogue SAD SONGS: 'here' should be 'her'"

(30) Journal TR_m2_FG_Tainted1 stage 20 typo: "unconconscious".

(31) There is a conflict with LGNPC over the topic name "help me". When I have LGNPC loaded and speak to TR_m1_Himnatis, I don't get the "help me" topic in blue although it appears in its greeting. I don't know which part of LGNPC is the culprit here, but chances are high that "help me" appears as a substring of some LGNPC dialogue. In my opinion, the way to go is probably to replace "help me" by a less generic (SCNR...) topic name. For example, modify both greetings to contain "an important mission" (at the moment, one says "an important mission", the other says "a mission", but "mission" is probably too generic).

(32) Dialogue topic "Kharalambos" reply "Kharalambos is a daedric ruin..." is another case of Morrowind geography: replace "head south" by "head north".
Last edited by arvisrend on Sat May 05, 2012 10:47 pm, edited 2 times in total.
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Post by arvisrend »

I promised that my last bug post was going to be my last, before the next internal TR_Mainland file. Well, here is a little supplement. I'm no longer systematically hunting for bugs (until the next TR_Mainland, this means), but I do find some things from time to time.

Oh, and there are also some things from Cat's Map3Merge.ESP which I have betacommented. I know that they are most likely already fixed, but for what it's worth... However, TR_mainland first:

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

(33) TR_Mainland.esm 12/13/2010 (20:49) skraeling flora_tree_gl_02 Helnim Fields Region (24,-2) 201632 -13032 2180 "obvious floater"

(34) TR_Mainland.esm 12/13/2010 (20:49) skraeling terrain_rock_gl_12 Helnim Fields Region (24,-2) 203036 -11874 633 "this looks really odd"

(35) TR_Mainland.esm 12/13/2010 (20:49) skraeling Terrain_rocks_GL_01 Helnim Fields Region (25,-2) 209669 -15431 2219 "first, this is a trap. second, it looks like video games from the early 90s, which makes me think it wasnt really intended"

(36) TR_Mainland.esm 12/13/2010 (20:49) skraeling TR_m2_Maros Veralan00000000 Veralan Farmhouse, Main Floor 3551 3730 2 "dialogue topic WILDLIFE has typo: 'peacefull'"

(37) TR_Mainland.esm 12/13/2010 (20:49) skraeling TR_m2_Maros Veralan00000000 Veralan Farmhouse, Main Floor 3551 3730 2 "dialogue topic WILDLIFE has typo: 'andr'"

(38) TR_Mainland.esm 12/13/2010 (20:49) skraeling in_t_housepod_door_exit Tel Muthada, Vidam Deris' House 0 256 0 "when i exit through this door, i am kinda stuck in the staircase (at least if i am levitating)"

(39) I don't know whether I have already said this, but I find dridreas (particularly the stronger types) too hard, at least for someone using MCP (the Morrowind Code Patch). Remember that the MCP makes the Blind effect actually give the player an attack malus (as opposed to an attack bonus, which it gave in the unpatched Morrowind, due to Bethesda's excellent coders and wonderful QA). Blind 100% means an attack malus of 100%, i. e. the player is effectively helpless. Dispel is rather ineffective here (again due to an MCP fix). This makes Blind even worse than Paralyze (which the dridreas also use, to make things worse). Tribunal had a Blind-casting enemy, but his Blind spells were of shorter duration and he was less of a dangerous foe than a pack of dridreas together with some random daedra as in Shambalu.


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

IGNORE THE BELOW: all either fixed or copied into other posts!

Map3Merge.ESP 8/8/2010 (18:36) skraeling TR_sc_EntangleDream Shambalu -4166 -80 -448 "This note is impossible to take, either due to the web or due to the corpse above it."

Map3Merge.ESP 8/8/2010 (18:36) skraeling ex_cave_door_01 Mephalain Mountains (29,-9) 240411 -69669 3550 "door not properly fit in doorjam"

Map3Merge.ESP 8/8/2010 (18:36) skraeling Terrain_rocks_WG_03 Mephalain Mountains (26,-8) 213954 -61396 -619 "no cave or grotto here?"

Map3Merge.ESP 8/8/2010 (18:36) skraeling terrain_rock_wg_08 Mephalain Mountains (25,-8) 211602 -59342 4052 "floater (look from southeast)"

Map3Merge.ESP 8/8/2010 (18:36) skraeling ex_cave_door_01 TR (29,-14) 243414 -112568 2553 "ext door mismatches int door"

Map3Merge.ESP 8/8/2010 (18:36) skraeling flora_wickwheat_04 TR (30,-15) 247666 -122735 2794 "here be landtears"

Map3Merge.ESP 8/8/2010 (18:36) skraeling door_cavern_doors00 TR_i3-467 Harrumat Diamond Mine 3328 1792 10080 "gate cannot be opened. okay, it IS realistic that it wont open due to water pressure, but how am i supposed to get through then?"

Map3Merge.ESP 8/8/2010 (18:36) skraeling terrain_rock_gl_12 3-7 (27,-19) 221968 -152802 854 "near this rock, two different cells meet. the shading from the rocks ends abruptly at the cell boundary"

Map3Merge.ESP 8/8/2010 (18:36) skraeling terrain_rock_bc_15 TR_Detailing_A4East (17,-19) 146924 -153294 55 "right here, another land tear"
Last edited by arvisrend on Wed May 02, 2012 4:56 am, edited 1 time in total.
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Post by Bloodthirsty Crustacean »

Thanks for these reports - I don't know when the next version of Mainland will be up, so it's definitely worth throwing anything you notice in our direction - it's much appreciated!

On the Harrumat door, that's locked for quest purposes. We should probably do something to indicate that if you got there without triggering the quest.
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Post by arvisrend »

Sorry for mixing mainland and quest stuff, but since you are probably going to merge first and fix then...

(40) TR_Mainland.esm 12/13/2010 (20:49) *** Terrain_rocks_GL_01 Helnim Fields Region (22,-3) 184126 -18860 5387 "floater (look from the roadside)"

(41) TR_q2-10-Mis_Bloodthirsty Crustacean_1.esp 12/12/2010 (00:29) *** TR_m2_q_10_Hansarat00000000 Veralan Farmhouse 4217 3518 2 "why is COMMON DISEASE her only dialogue topic?"

(42) [feature request] TR_Mainland.esm 12/13/2010 (20:49) *** terrain_rock_gl_07 Helnim Fields Region (29,-6) 239926 -46937 6470 "Really, this place cries for something interesting. A cave entrance, a sword immersed in the rock or something like that. I feel like having climbed this for nothing."

(43) TR_Mainland.esm 12/13/2010 (20:49) *** Terrain_rocks_GL_01 Helnim Fields Region (25,-2) 209669 -15431 2219 "floatage detected"

(44) TR_Mainland.esm 12/13/2010 (20:49) *** flora_kreshweed_02 Molagreahd Region (24,7) 204245 64591 241 "The place around here looks somewhat barren..."

(45) TR_Mainland.esm 12/13/2010 (20:49) *** in_t_housepod_door_exit Tel Muthada, Soren Uveran: Gatekeeper -128 -192 0 "The door marker for this door is set too high, you are moved half into the ceiling"

(46) TR_Mainland.esm 12/13/2010 (20:49) *** in_t_housepod_door_exit Tel Muthada, Alaud Uveran: Gatekeeper 176 176 0 "The door marker for this door is set too high, you are moved half into the ceiling" (looks like the previous bug, but it's a different door)

(47) TR_Mainland.esm 12/13/2010 (20:49) *** ex_t_tower_strght_lrg Tel Muthada (27,-5) 222335 -35838 1537 "Alaud Uveram certainly has a strange script. He is disabled in menumode (including each time i go into console or into dialogue with him)"

(48) Cell Ohishiran (a rogue Telvanni tower) has a slave but no slave key. Or have I not been searching long enough?

(49) TR_Mainland.esm 12/13/2010 (20:49) **** ex_cave_door_01 Azura's Coast Region (10,23) 84176 194048 528 "The interior is very barren except for muskflies. Also, it needs some more descent before the great cave - else it does not fit the exterior height-wise"

Also, some map3 stuff again:

IGNORE THE BELOW (all either fixed or copied to other posts).

1/12/2011 (19:16) Map3Merge.ESP 8/8/2010 (18:36) *** TR_M3_D_Pilgrim00000000 TR (27,-11) 224491 -86096 2712 "dead??"

1/12/2011 (19:17) Map3Merge.ESP 8/8/2010 (18:36) *** terrain_rock_wg_13 Dun Akafell (26,-12) 221158 -94927 3685 "epic floater is epic"

1/12/2011 (19:17) Map3Merge.ESP 8/8/2010 (18:36) *** terrain_rock_wg_12 Dun Akafell (26,-12) 219850 -94462 5039 "same here"

1/12/2011 (19:31) Map3Merge.ESP 8/8/2010 (18:36) *** EX_MH_steps_01 Akamora (30,-12) 250366 -90830 2904 "at the end of this stairway you have to jump"

1/12/2011 (19:34) Map3Merge.ESP 8/8/2010 (18:36) *** In_MH_door_02 Akamora, The Laughing Goblin 3840 4064 -512 "maybe a rat can pass through this door. MAYBE. an altmer player character certainly can't."

1/12/2011 (19:35) Map3Merge.ESP 8/8/2010 (18:36) *** TR_M3_Jiuba Onamas00000000 Akamora, The Laughing Goblin 3682 3487 130 "She talks about beds, but doesnt offer one"

1/12/2011 (19:49) Map3Merge.ESP 8/8/2010 (18:36) *** flora_tree_gl_07 Map3 (27,-21) 227842 -163954 1232 "flaoter"

1/12/2011 (20:07) Map3Merge.ESP 8/8/2010 (18:36) *** tr_ex_ind_stair03 Sailen (37,-16) 305000 -127676 477 "transition to grass terrain is cloggy"
Last edited by arvisrend on Wed May 02, 2012 4:56 am, edited 1 time in total.
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Post by Why »

The first four lines of Greeting 9 need to be filtered by... cell? I think? Is it possible to filter for regions?
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Post by Haplo »

I'm pretty sure you can't filter for region.
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Post by Bloodthirsty Crustacean »

you cant apply a filter for a region per se, but as soon as a cell has been designated into a region and takes its name, it becomes available in the Cell filter box.
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Post by arvisrend »

Fixed
I just happened to pay another visit to map2. See the screenshot for a bug. Also:

2/20/2011 (18:04) TR_Mainland.esm 2/16/2011 (21:18) *** in_mold_rock_25 Pimmu 4672 2496 15424 "Nice spot to hide something"
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map2bug1.jpg
Narrow passage. Too narrow for NPCs with stupid AI and no pathgrid. Or maybe it's too slopy?
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Post by arvisrend »

2/22/2011 (15:59) TR_Mainland.esm 2/16/2011 (21:18) *** in_t_manor02_floor_01 Tel Muthada, Private Quarters -192 -128 341 "this does not properly fit into the western wall"

And a few bugs from Samursi. First, check the water creatures:

2/23/2011 (23:30) *** TR_cr_cephalopod_big00000007 Samursi -4898 2116 -2529 "This just spawned under the earth."

2/23/2011 (23:13) *** TR_cr_seatroll_dis0000000B Samursi -8395 4622 -2477 "When a sea troll spawns here, he is stuck in the floor. I guess dreughs have the same problem. Let only slaughterfish spawn."

2/23/2011 (23:18) TR_Mainland.esm 2/16/2011 (21:18) *** TR_m2_O_Caccius Maximus00000000 Samursi -5719 -1265 -2289 "why is he not aggressive? (not even at 45 dispo)"

2/23/2011 (23:19) TR_Mainland.esm 2/16/2011 (21:18) *** TR_m2_O_Sodril Salobar00000000 Samursi -7720 -541 -2278 "strange place to stand in"


2/23/2011 (23:20) TR_Mainland.esm 2/16/2011 (21:18) *** TR_m2_samkey1 Samursi -8063 34 -1830 "wrong script on this key"
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Post by MSam »

I'm having a shit load of problems with my quests because I apparently don't have the right version installed of the Mainland file. Every time I download the first option in Haplo's OP, the file is

7Zip - 14.6 MB to download

Unpacked, the ESM is 47.8 MB. The Created date is 11/7/09, and the last modified date is 11/7/09.

I've been told that this is the 'outdated' version of the file. My Mainland claims
"TR_Data.esm is required for this file to be loaded, and it has changed since this file was last saved. You might experience problems with the game"

My Data file was created on 29/8/10, and last modified on 22/2/2011. (this is the up-to-date version).

Any suggestions on what I'm doing wrong to constantly get the outdated version of the Mainland?
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Post by arvisrend »

I contributed to the mess, because it took me a while to recall that what I call the "right version" (and, as concerning Helnim, probably IS the right version) is actually the ESP (not the ESM) in Haplo's post, converted to ESM using TESDTK. So I made MSam download the ESM several times before I realized it is useless... Sorry.
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Post by arvisrend »

2/27/2011 (00:13) TR_Mainland.esm 2/16/2011 (21:18) *** in_lava_rock_16 Mu-Serrudan 3799 1577 13407 "hide smth here?"

2/27/2011 (00:22) TR_Mainland.esm 2/16/2011 (21:18) *** ex_dae_ruin_stair01_short Hassulsallusalkit, Shrine: Sunken Vaults 5681 4138 14457 "I can't climb these (this may be a bug in the stairs but also in the stuff at the upper end of the stairs)"


2/27/2011 (23:11) *** TR_cr_seatroll00000009 Kili Dalder -300 4230 9834 "sea troll is stuck in floor. remove sea troll from list of water creatures"

2/27/2011 (23:13) TR_Mainland.esm 2/16/2011 (21:18) *** in_mold_rock_01 Kili Dalder 1227 4163 9920 "This caves needs some loot imho."

3/4/2011 (15:12) TR_Mainland.esm 2/16/2011 (21:18) *** in_t_s_plain_door Tel Ouada, The Magic Mudcrab -243 -912 -252 "interior not correctly northed"

And here is a nice one. In the cell Rasdamassilu, somebody seems to have been experimenting with cursed gold coins. Somebody seems to have been doing the same during MW development, or else there wouldn't be a custom error message for this: (SEE ATTACHMENT)
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Cell Rasdamassilu.
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Post by arvisrend »

Since you are doing a new Mainland, here are two more:

3/20/2011 (17:33) TR_Mainland.esm 2/16/2011 (21:18) *** flora_hackle-lo_02 Helnim (25,1) 209099 12198 711 "Whats the point of this?"


3/9/2011 (14:33) TR_Mainland.esm 2/16/2011 (21:18) *** TR_m1_S_Mah-Ku00000000 Dagorda Cavern -1770 -2900 -524 "Dagorda cavern slaves have no slave key?"
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Post by Haplo »

New version of both the .esm and .esp posted. Please note, however, that these don't include any massive amount of bug-fixes (even if a few bugs have been fixed). It's merely for everyone to update to ensure we're all working from the same files so that we don't encounter errors.
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Post by arvisrend »

Sorry, Haplo, but you're going to get some border matching fun on map 2. Strange how I haven't noticed that until now.

3/26/2011 (21:28) TR_Mainland.esm 7/11/2009 (20:49) skraeling barrel_01_torch Helnim, Helnim Hall: Gate Towers 4535 4025 11937 "These barrels keep me from passing when the door is open"

3/27/2011 (13:04) TR_Mainland.esm 7/11/2009 (21:49) skraeling terrain_rock_wg_10 Boethian Mountains (31,2) 254012 19883 2157 "this exposes its bottom"

3/27/2011 (22:43) TR_Mainland.esm 7/11/2009 (21:49) skraeling terrain_rock_gl_06 Helnim Fields Region (24,-2) 204560 -15552 2112 "There is a west-east ground texture mismatch here, which probably used to be a claim border"

3/27/2011 (22:43) TR_Mainland.esm 7/11/2009 (21:49) skraeling flora_tree_gl_02 Helnim Fields Region (24,-2) 201632 -13032 2180 "floater"

3/27/2011 (22:47) TR_Mainland.esm 7/11/2009 (21:49) skraeling TR_terr_WG_Cliff_05 Helnim Fields Region (24,-6) 198630 -46605 -2218 "rock exposes some parts"

3/27/2011 (22:51) TR_Mainland.esm 7/11/2009 (21:49) skraeling TR_ex_ind_bridge01 Helnim Fields Region (24,-5) 196814 -38783 2498 "Here is another slightly visible claim border (texture shading mismatch). Its a west-east one again"


3/27/2011 (22:58) TR_Mainland.esm 7/11/2009 (21:49) skraeling terrain_rock_gl_11 Helnim Fields Region (24,-5) 204540 -40656 2347 "Another (or maybe the same?) west-east border obvious through different ground texs"

3/27/2011 (23:50) TR_Mainland.esm 7/11/2009 (21:49) skraeling Terrain_rocks_GL_01 Helnim Fields Region (27,-3) 224377 -17176 3571 "floater"
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Post by Why »

Fixed
The first, second and fourth line in Greeting 9 need to be filtered for Cell = Telvanni Isles, Cell = Telvanni Isles and Cell = Boethian Mountains, respectively.

edit: also, in the topic "local area" the line "In the Boethian Mountains we live a slow but wholesome life. No one has any real power over this area, so we're pretty independent." needs to be filtered for Cell=Boethian Mountains.
Last edited by Why on Fri Apr 08, 2011 10:31 pm, edited 1 time in total.
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Post by Haplo »

Thanks Why. And arvisrend, too, for the continued reports. I will look at fixing all the listed ones (or trying) for the next update.
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Post by arvisrend »

I think I've figured out what shadomis says in http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=23222 post #1. I am not 100% sure, but I assume it's this:

4/25/2011 (22:05) TR_Mainland.esm 4/4/2011 (16:43) skraeling ex_de_docks_steps Boethian Mountains (21,21) 175176 177280 1868 "I think the collision of these steps..."
4/25/2011 (22:05) TR_Mainland.esm 4/4/2011 (16:43) skraeling ex_common_plat_end Boethian Mountains (21,21) 175136 177043 1956 "... hinders one at walking this platform"


I think he is wrong about the player getting stuck (one can always go back and keep to the center of the stairs, where one can proceed properly), but walking these stairs doesn't really feel right (the camera is shaking, and the player's feet are put significantly overground).

Also:

4/25/2011 (22:06) TR_Mainland.esm 4/4/2011 (16:43) skraeling ex_de_docks_steps_01 Boethian Mountains (21,21) 175236 175497 1800 "these steps do not properly lean against the upper platform"

And while I'm here, why not clear my betacomments.txt?

3/30/2011 (21:31) TR_Mainland.esm 7/11/2009 (21:49) skraeling TR_m2_He_MineGuard00000001 Helnim Fields Region (26,2) 214654 18856 647 "typo in GREETING: 'premeses'"

Also, in Journal TR_M1_GS_MQ_5 entry 5, replace "west" by "east", and "nature" by "the nature".

Also replace "west" by "east" in Eranil's topic "weird amulet".

Journal TR_M1_GS_MQ_5 entries 95, 100 and 105 all have the same typo: "vipe" should be "wipe".


Also, for some reason doing Inquisition too far but not following up to Yashazmus breaks Mjording's quest to rescue Melie. I'm going to do some more research on that.
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Post by Scamp »

I fixed some weird claim borders for TF :mrgreen:

Dunno if it's much better... Should be, though.
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Post by Haplo »

Thanks, Scamp. I'm working on fixing some more errors now. I'll check out your work once I've finished.
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Post by Haplo »

New version with some bug fixing done has been uploaded so TF can fix an interior
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Post by arvisrend »

10/30/2011 (13:05) TR_Mainland.esm 4/4/2011 (10:43) skraeling terrain_rock_wg_10 Lake Boethiah (32,2) 270266 22094 380 "ground tex mismatch here"
Last edited by arvisrend on Sat Jun 02, 2012 5:15 pm, edited 2 times in total.
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Post by arvisrend »

Here is a post from [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23359&postdays=0&postorder=asc&start=120]the archive[/url] which I just found searching for the coordinates of a floater I was going to report. It seems that none of these (although I only checked three) have been fixed.
Kovacius wrote:More levitating plants:

flora_hackle-lo_01
Helnim Fields Region (25, 3) 207329, 31763, 421
one side of plant base off ground

flora_hackle-lo_02
Boethian Mountains Region (29, 7) 242952, 61093, 467
almost far enough off the ground to walk under

flora_kreshweed_03
Boethian Mountains Region (33,5) 273407, 47639, 733
flying kreshweed

flora_roobrush_02
Boethian " " (33, 5) 273125, 47913, 614
flying roobrush

flora_grass_01
Boethian " " (33, 5) 273888, 47289, 467
flying grass

flora_stoneflower_02
Boethian " " (35, 5) 290592, 42732, 1355
flying stoneflower

flora_chokeweed_02
Boethian " " (35, 5) 290339, 42779, 1366
poorly anchored plant, mostly floating


Not too many bugs so far, considering the amount of time I spent stumbling aimlessly around the area.

EDIT - Sorry, this post belongs with the Map2 bug reports.
Also:

TR_Mainland.esm 4/4/2011 (15:43) skraeling Terrain_rocks_GL_03 Boethian Mountains (32,7) 266661 58494 844 "floater"

TR_Mainland.esm 4/4/2011 (15:43) skraeling in_velothismall_dj_01 Tel Mothrivra, The Glass Goblet 4096 4672 14080 "judging by the ext shell, this place is supposed to have 2 windows"

Fixed, also a shitload of detailing in the Boethian Mountains. :( - Nemon April 23rd 2012
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Post by Haplo »

First post updated.

Edit: It's important only one person at a time work on this file.
Edit2: I'll be uploading a new TR_Data too, soon.
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Post by Mortimer »

Is the currently uploaded TR_Mainland file containing all regions to be released? (ie, no other portions need to be merged)Or are there still some interiors/exteriors to be added?
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Post by Haplo »

All interiors/exteriors are included in this file. M3A4East cells still need to be de-named and region-ified. Also there may be a need for 3 underwater cells to be added, depending on how anal people get about it.
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