Obsolete TR_Mainland World bugreports

Old and generally outdated discussions, with the rare hidden gem.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

Moderators: Haplo, Lead Developers

Locked
User avatar
Scamp
Reviewer
Posts: 794
Joined: Sat Nov 21, 2009 6:15 pm
Location: The Velothi Mountains
Contact:

Post by Scamp »

Cell: Tel Muthada, Lower Tower
Location: The railing
Error: in_t_edge_01 is very much caspering (x4)

Edit: Same in Alt Bosara, Tel Vaerin
"Scamp you are the wonderboy" - Praedator

[url=http://scamp.blogspot.com/][img]http://i.imgur.com/Ea8ABeM.png[/img][/url]
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

TR_Mainland.esm 6/6/2012 (07:40) TR_ex_ind_bridge_stair Dreynim (29,-23) 240776 -185624 360 "(new geometry) needs to be snapped, now collision blocks pc"
TR_Mainland.esm 6/6/2012 TR_ex_ind_tower03 Dreynim Spa, Hot Springs 7040 9856 15776 "(new geometry) needs to move a bit"

Still check other IND towers/bridges_stair.
--Mwgek--
User avatar
Katze
Developer Emeritus
Posts: 2341
Joined: Thu Feb 26, 2009 3:29 pm
Location: Behind you!
Contact:

Post by Katze »

YAY crash bug!

The player cannot wear the grey and white Necrom robes. They cause the game to well, die. I know this because I murdered a lady in the Necrom Fane of the Ancestors so I could see what the first-person models looked like. Oops :P
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

It was perfectly fine outside tr_data.. Going to check it out myself.

[EDIT] Works fine with me. Only Haplo linked the wrong Icon. It's not the one I made.

[EDIT2] Regions around Necrom are still having development names like: TR_sea_of_ghosts etc.

TR_Mainland.esm TR_necrom_ordinator_shirt Necrom, Charnelworks (42,-11) 347518 -85011 1603 "necrom ordinator shirt is using skirt Ground mesh and icon"

TR_Mainland.esm TR_ordinator_necrom_s00000004 TR9_Sea of Ghosts Region (41,-11) 342746 -84828 1301 "killing/assaulting an ordinator in Necrom only 40 gold fine?"
--Mwgek--
Vocal Lurker
Member
Posts: 17
Joined: Wed Jun 06, 2012 6:25 pm

Post by Vocal Lurker »

6/6/2012 (19:07) TR_ex_nec_hwall01 Necrom (42,-12) 351542 -93939 1822 "not necessary, caspering"
6/6/2012 (19:07) TR_ex_nec_gate Necrom, Temple Courtyard (43,-12) 353024 -93120 2496 "can see gate part next to High Offices entrance"
I don't see an error

6/6/2012 (19:22) TR_sc_map2se Necrom, Docks Administration 7225 643 15012 "necrom not as illustrated"
TR_Data issue
User avatar
Aeven
Lead Developer
Posts: 1964
Joined: Sun Aug 17, 2008 2:43 pm
Location: Groningen

Post by Aeven »

6/6/2012 (21:38) TR_Mainland.esm 6/6/2012 (07:40) Windows flora_tree_gl_09 Sacred Lands Region (38,-15) 312609 -121259 1577 "land gaps!!!"
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

terrain_rock_wg_01 Mephalain Mountains Region (32,-16) 267224 -129134 3294 "minor float"

flora_kreshweed_02 Mephalain Mountains Region (32,-16) 266846 -122971 3933 "nothing wrong about the kreshweed, but the terrain_rock_wg_09 nearby floats big time here"
Last edited by arvisrend on Thu Jun 28, 2012 2:24 pm, edited 1 time in total.
User avatar
SamirA
Developer Emeritus
Posts: 898
Joined: Tue Apr 27, 2010 5:02 pm
Location: Somewhere in Tamriel
Contact:

Post by SamirA »

ex_vivec_waterfall_01 Akamora (30,-12) 252987 -92425 2502 "appears to be floating"
And that's how you get to Llama School.
Lady_N: mountain dew tastes like yellow and pwning at d&d
Vocal Lurker
Member
Posts: 17
Joined: Wed Jun 06, 2012 6:25 pm

Post by Vocal Lurker »

6/7/2012 (01:07) EX_MH_steps_01 Akamora (30,-12) 250366 -90830 2904 "not needed"

6/7/2012 (01:07) EX_MH_steps_01 Akamora (30,-12) 250850 -90683 3232 "floating"

6/7/2012 (01:25) TR_ex_ind_stair04 Akamora (31,-11) 255623 -89247 4476 "terrain clips through stairs" [possible nitpick]

6/7/2012 (01:25) TR_ex_ind_stair04 Akamora (31,-11) 255623 -89247 4476 "Can't exit top of stairs without jumping"

6/7/2012 (01:29) TR_terr_WG_Cliff_05 Akamora (31,-12) 257370 -92711 664 "edge protrudes through rock near bridge, visible when leaving Akamora"

6/7/2012 (01:29) flora_tree_gl_01 Akamora (31,-11) 259664 -87337 4245 "tree clips through rock on exit of Akamora"
MelancholyGamer
Member
Posts: 13
Joined: Sat Dec 23, 2006 9:06 am

Post by MelancholyGamer »

Cathartis wrote:YAY crash bug!

The player cannot wear the grey and white Necrom robes. They cause the game to well, die. I know this because I murdered a lady in the Necrom Fane of the Ancestors so I could see what the first-person models looked like. Oops :P


Good to know im not hte only one :D
Vocal Lurker
Member
Posts: 17
Joined: Wed Jun 06, 2012 6:25 pm

Post by Vocal Lurker »

6/7/2012 (16:23) TR_terr_WG_Cliff_05 Sacred Lands Region (36,-11) 297789 -83171 -41 "left edge not
properly based"

6/7/2012 (16:47) flora_tree_gl_02 Mephalain
Mountains Region ( 37,-18 ) 307068 -143587 659
"terrain not blending well next to this tree"

6/7/2012 (16:54) terrain_rock_wg_17 Mephalain
Mountains Region (37,-22) 303268 -177596 -12
"texture not blending near this rock along edge of water"

6/7/2012 (16:56) terrain_rock_wg_18 Seitur (37,-24)
303209 -193189 170 "texture not blending along the path"

6/7/2012 (16:57) terrain_rock_wg_18 Nedothril Coast Region (37,-25) 306760 -200991 399 "texture seam under this rock"
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

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.
Thats the original MH mesh having a collision problem.
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
Already reported them in first post, something that did not get fixed in alpha thread..
--Mwgek--
Evil Eye
Developer
Posts: 64
Joined: Sun May 03, 2009 7:27 pm

Post by Evil Eye »

I'm starting to creep myself out now, but there's more.

The cells (19,-13), (19,-14) and (19,-15) are missing. The land is cut off in the same way as at the end of the release... except underwater.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

Did we ever have these cells? I don't recall us claiming to make all the seafloor between Vvardenfell and mainland...
User avatar
Sapphron
Member
Posts: 22
Joined: Sat Nov 06, 2004 6:06 am
Location: Florida

Post by Sapphron »

Cell: Nedothril Coast Region (48, -16), Nedothril Coast Region (47, -16), Sacred Lands Region (47, -15), Sea of Ghosts (48, -15)
Location: On the mountain to your left as you leave Durthungz.
Error: There's a landscape seam running along the -16 to -15 border as these four cells meet up.

Also, I'm fairly sure that I entered a cave in the new area somewhere and the door marker was placed so that I spawned in the ceiling too high above the door. I wasn't paying attention to where it was at the time though so I can't remember which cave it was.
Pluto
Member
Posts: 6
Joined: Wed Nov 04, 2009 7:29 am

Post by Pluto »

Cell: Darnim
Error: The DoorMarker exiting cell "Jolfgaer Stone-Eye's Shack" needs repositioning. Currently, my feet get stuck in the stairs.
Mwgek
Developer
Posts: 638
Joined: Fri Apr 11, 2008 8:40 pm

Post by Mwgek »

Some (smallish) Necrom errors spotted while testing collision on various models:

6/7/2012 (23:44) TR_Mainland.esm 6/6/2012 TR_ex_nec_hwall02 Necrom (42,-11) 350272 -82048 -63 "slightly caspering, not snapped"
6/8/2012 (00:08) TR_Mainland.esm 6/6/2012 TR_ex_nec_w_01 Necrom (43,-11) 355834 -86077 1064 "caspering"
6/8/2012 (00:08) TR_Mainland.esm 6/6/2012 TR_ex_nec_d_01 Necrom (43,-11) 355971 -86123 944 "slightly caspering"
6/8/2012 (00:09) TR_Mainland.esm 6/6/2012 TR_ex_nec_d_01 Necrom (43,-11) 356014 -82494 935 "slightly caspering"
--Mwgek--
OldFashionedGuy
Member
Posts: 6
Joined: Thu Feb 09, 2012 5:11 am
Location: WA, USA

Post by OldFashionedGuy »

6/7/2012 (17:08) TR_Mainland.esm 6/5/2012 (22:40) flora_root_wg_04 Mephalain Mountains Region (35,-11) 288227 -83312 7765 "floating"
6/7/2012 (17:08) TR_Mainland.esm 6/5/2012 (22:40) flora_chokeweed_02 Mephalain Mountains Region (35,-11) 288271 -83297 7812 "floating"
6/7/2012 (17:13) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-11) 244928 -86588 1313 "hole in cliff mesh" (mge/texture thingy)

arvisrend fixage
Vocal Lurker
Member
Posts: 17
Joined: Wed Jun 06, 2012 6:25 pm

Post by Vocal Lurker »

6/8/2012 (01:06) ex_de_shack_03 Darnim (22,-18) 183543 -142603 320 "texture seam on front post on door side on right"
6/8/2012 (01:20) ex_de_docks_centersb Inlet Bog (19,-19) 161734 -148340 125 "end towards Darnim not sunk properly"
6/8/2012 (01:20) flora_bittergreen_05 Inlet Bog (19,-19) 157671 -150936 1140 "not sunk properly, why is bittergreen here? lore says only on V'fell"
6/8/2012 (01:22) terrain_rock_bc_12 Inner Sea Region (18,-19) 149016 -152238 69 "floating"
6/8/2012 (01:25) terrain_rock_bc_18 Inner Sea Region (14,-18) 115559 -145843 611 "massive texture seam by this rock"
6/8/2012 (01:26) terrain_rock_bc_16 Inlet Bog (14,-19) 117012 -148436 64 "massive texture seam by this rock too"
6/8/2012 (01:26) terrain_rock_bc_17 Inlet Bog (14,-19) 117097 -150950 85 "and by this one"


Please do not report errors caused by using other mods (in this case, texture replaces) in correlation with TR.
OldFashionedGuy
Member
Posts: 6
Joined: Thu Feb 09, 2012 5:11 am
Location: WA, USA

Post by OldFashionedGuy »

6/7/2012 (18:55) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-10) 243786 -80198 246 "caspering"
6/7/2012 (18:55) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-10) 243354 -79136 246 "caspering"
6/7/2012 (18:59) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_05 Mephalain Mountains Region (29,-10) 238850 -80286 629 "caspering"
6/7/2012 (19:00) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_02 Mephalain Mountains Region (29,-11) 244406 -87142 1494 "caspering"
6/7/2012 (19:02) TR_Mainland.esm 6/5/2012 (22:40) TR_terr_WG_Cliff_05 Mephalain Mountains Region (28,-12) 234635 -91868 -411 "clipping"

[cannot reproduce any of these -- arvisrend]
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

Vocal Lurker wrote: why is bittergreen here? lore says only on V'fell"
It's mentioned to grow on the mainland as well, specifically in Mournhold - The Poison Song, Book III. Also mentioned as a means of lighting a fire in the same area in the book 2920, Last Seed, Book 8.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
Why
Lead Developer
Posts: 1654
Joined: Sat Jul 04, 2009 3:18 am
Location: Utrecht

Post by Why »

TR_m1_Vermai_PT in "Port Telvannis, Telvanni Council House: Vaults" needs to have its model and whatnot updated. It still uses the old Vermai model, and crashes your game when you try to enter the Vaults. The same goes for TR_m1_vermai_Rilvin, though that one doesn't seem to be used anywhere. Probably delete that one.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

Dun Akafell, Rectory: "this place might need an enemy (you can get here without crossing much of Dun Akafell, particularly without ever seeing a ghost)"

flora_wickwheat_04 Alt Orethan Region (26,-16) 218815 -123018 545 "floats"

flora_wickwheat_04 Alt Orethan Region (26,-16) 218421 -123053 545 "floats"

Fixed - arvisrend, 16 June 2012
Last edited by arvisrend on Sat Jun 16, 2012 1:50 pm, edited 1 time in total.
Tattimatonen
Member
Posts: 3
Joined: Wed Jul 22, 2009 7:41 am

Post by Tattimatonen »

Cell: Ayemar
Location: The door leading to the guard tower from the bridge is either inside the building or missing completely.
Error: Missing door to Ayemar Guardtower


Cell: 2 cells south and one west from Nethril Plantation.
Location: On the west side of the road south from the Plantation on a hillside, a mushroom is floating.
Error: Floating mushroom
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

ex_t_root_xl_01 Tel Oren (21,11) 179234 92240 1195 "gap/moved stone"

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

flora_wickwheat_03 Molagreahd Region (20,15) 171056 129200 645 "floats"

flora_wickwheat_03 Molagreahd Region (20,16) 169424 133631 447 "floats a little"

flora_gold_kanet_02 Molagreahd Region (19,15) 156352 126919 471 "floats"


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.

fixed by arvisrend.
User avatar
daedren
Developer
Posts: 114
Joined: Sat Nov 25, 2006 4:59 pm
Location: "City of the Strong Shield", Resdayn

Post by daedren »

Cell: Ayemar
Bug: I noticed the guards have the greeting as if they were in Kemel Ze ("Welcome to Kemel Ze, (...)"). I could even get a quest that is supposed to be there or in Marog, I don't recall correctly.
-- "From the heart, the light; from the head, the law." - Excerpt from "Book of Dawn and Dusk"


-- The Elder Scrolls will become even better with Tamriel Rebuilt.

-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

flora_wickwheat_01 Molagreahd Region (28,8 ) 236424 67913 1360 "floats alot"

TR_ex_nec_st_01 Necrom (42,-12) 351063 -91736 1508 "floats"

terrain_rock_wg_04 Mephalain Mountains Region (35,-20) 294352 -161951 2242 "its too low, it cannot be passed under"

furn_guarcart00 Alt Orethan Region (26,-23) 217677 -185393 78 "needs something as support, otherwise it would not stay like this"

barrel_01_empty Inlet Bog (20,-19) 166532 -155181 167 "several barrels - their bleeding is too obvious"

flora_bc_moss_18 Derelict Shack 4084 4196 14268 "bleeding through the table"

flora_bc_moss_19 Inlet Bog (23,-17) 193001 -136670 2732 "several mosses floating - I guess the tree or tower is missing/moved"

ex_dwrv_wall60 Inlet Bog (23,-17) 192863 -136023 1649 "floats"

flora_bc_fern_03 Inlet Bog (23,-16) 189804 -127694 145 "floats"

flora_bittergreen_05 Inlet Bog (19,-19) 157671 -150936 1140 "floats a little"

flora_plant_02 Alt Orethan Region (19,-21) 161825 -164936 453 "several rocks, plants and grass are under ground level"

flora_bc_fern_01 Alt Orethan Region (20,-21) 165570 -164204 566 "two slough ferns floats"

flora_bc_mushroom_02 Alt Orethan Region (20,-21) 166748 -164202 481 "several floating mushrooms"

flora_bc_fern_02 Alt Orethan Region (20,-21) 167291 -164050 472 "two slough ferns floats"

flora_stoneflower_01 Alt Orethan Region (20,-22) 167915 -172808 629 "not entirely a bug, but it grows from the rock"

flora_bc_tree_07 Inlet Bog (17,-19) 142139 -153701 630 "there is the gap between the tree, scum and the ground, so the water can be seen through"

flora_bc_fern_01 Azura's Coast Region (14,-17) 119890 -137767 734 "three slough ferns are floating in the air"

Terrain_rocks_WG_03 Alt Orethan Region (24,-19) 203586 -151938 872 "wrong rotation - there is a gap beneath"

flora_wickwheat_04 Alt Orethan Region (26,-16) 218421 -123053 545 "several plants floating"

TR_terr_WG_Cliff_05 Mephalain Mountains Region (29,-11) 238945 -82067 -925 "gap - should be lower"

terrain_rock_wg_09 Mephalain Mountains Region (30,-10) 247760 -78696 3728 "gap - should be lower"

flora_tree_gl_09 Helnim Fields Region (30,-7) 253201 -57096 3408 "there is a gap in the land near this tree"

terrain_rock_wg_04 Boethian Mountains Region (32,-5) 270189 -36217 395 "beneath this rock goes long land/texture seam"

TR_water_SqFlow1024 Boethian Mountains Region (31,0) 261542 1531 1043 "tha water goes in wrong direction, I guess it should go down the hill"

terrain_rock_wg_17 Boethian Mountains Region (29,0) 237940 3365 89 "another long land/texture seam goes bz this rock"

Terrain_rocks_WG_01 Boethian Mountains Region (28,4) 233320 40943 324 "some of the rocks floats"

flora_wickwheat_02 Boethian Mountains Region (29,7) 241141 63180 947 "some of the plants are under ground level"

terrain_rock_wg_17 Aranyon Pass (28,13) 233777 110354 3296 "the guardian is too large, so he cant move efficiently, but maybe thats the purpose, also this rock should be lower, there is a gap beneath it and some stones around should be moved slightly, so you could pass through"

terrain_rock_wg_12 Molagreahd Region (26,19) 214189 156404 -40 "another ground texture seam here"

TR_w_imp_saber "imperial saber should be held a little more close to the "handguard" (if is this the proper expresion), this way it looks weird from 3rd person view"

flora_wickwheat_03 Molagreahd Region (20,17) 167523 146824 755 "two plants grows through the stones, should be moved a little"

Arvisrend and Nemon, fixed
User avatar
greendogo
TR Tester
Posts: 264
Joined: Sat Mar 29, 2008 10:14 pm
Location: Land of Oz

Post by greendogo »

6/6/2012 (00:40) Helnim 3617 3815 15933 "No front stoop for Helnim, Janson's House, unlike all the other houses in Helnim"

Haplo Edit: Not an error.
Gentlemen, start your striders:
[url]http://tristikov.deviantart.com/art/G-Dunmer-wit-Siltstridaz-dawg-28071455[/url]
hmmmm... I should have looked at this guys DA gallery before posting a link to it... he likes horses... a little too much
User avatar
Howling_Snail
Member
Posts: 29
Joined: Tue Jan 04, 2011 3:29 pm
Location: With my Sweet Lady of Wayrest

Post by Howling_Snail »

Cell: Akamora, Miner's Club
Error: It should really be Akamora: Miners' Club, since it belongs to more than 1 miner.
User avatar
Ashstaar
Developer
Posts: 183
Joined: Thu Jun 02, 2005 11:57 am

Post by Ashstaar »

Inner Sea Region 22,-15 and 22,-16 cells have land tear running through area. EDIT: It actually runs east and north also. Through cells 20,-13 and 19,-16.

Sirillas, Shrine of the Webspinner. There is an empty chest bleeding through the back of the Mephala statue.
tkl7
Member
Posts: 34
Joined: Wed May 09, 2012 6:05 pm

Post by tkl7 »

Cell: "Helnim Red Drake Inn" I am getting two beds in the rentable room. Don't think it is a save game issue - the beds are criss crossing.

Only one bed in here
Lord Berandas
TR Tester
Posts: 46
Joined: Mon Jan 17, 2011 5:34 pm
Location: Prague, Czech Republic
Contact:

Post by Lord Berandas »

ex_de_rowboat Boethian Mountains Region (37,8 ) 303296 69229 14 "there is a boat, but no oars around" This is really not a bug... Why leave oars there anyway? It makes it easier to steal it.

ex_de_rowboat Boethian Mountains Region (36,8 ) 295352 69694 6 "again a boat, but no oars around" Same here...

contain_corpse21 Exposed Shipwreck 4701 3419 14349 "there are several corpses with identical loot (might be intended?)" changed up a little

flora_hackle-lo_02 Sacred Lands Region (37,-15) 311070 -120064 438 "there is a land gap near"

flora_hackle-lo_01 Sacred Lands Region (37,-12) 303620 -91188 969 "floats"

flora_hackle-lo_01 Sacred Lands Region (37,-12) 303619 -90960 950 "also floats a little"

flora_wickwheat_02 Sacred Lands Region (35,-14) 286995 -109372 229 "too much under ground level?" Raised!

In_OM_waterfall Mephalain Mountains Region (31,-15) 257546 -115381 438 "I guess there should be sprinkling water at the bottom"

Ex_barnacles_03 Mephalain Mountains Region (31,-15) 261710 -121232 -53 "missing stone"

Terrain_rocks_GL_03 Alt Orethan Region (26,-20) 219240 -155886 861 "there is a texture seam by these stones, but its barely visible"

terrain_rock_wg_08 Alt Orethan Region (26,-20) 216801 -157441 1007 "another one by this rock"

flora_bc_fern_02 Alt Orethan Region (25,-19) 210624 -149909 832 "floats"

flora_wickwheat_04 Alt Orethan Region (24,-19) 197894 -147989 645 "floats"

flora_stoneflower_01 Alt Orethan Region (24,-20) 198067 -158466 949 "floats"

flora_grass_04 Alt Orethan Region (24,-20) 198170 -158588 857 "floats"

flora_stoneflower_02 Alt Orethan Region (24,-20) 198326 -158477 896 "floats a little"

Terrain_rocks_GL_01 Inlet Bog (23,-17) 196174 -134968 566 "one stone floats a little"

flora_wickwheat_03 Alt Orethan Region (24,-17) 197067 -132369 628 "floats"

flora_wickwheat_03 Alt Orethan Region (24,-17) 198948 -132935 574 "floats"

flora_wickwheat_04 Alt Orethan Region (24,-17) 200233 -131627 299 "floats a little"

flora_wickwheat_04 Alt Orethan Region (24,-17) 204069 -132147 247 "a lot of Whickwheat in this location is only dropped to the ground, so they float a little"

Terrain_rocks_WG_01 Mephalain Mountains Region (29,-16) 239009 -125804 909 "one rock floats a little"

flora_stoneflower_02 Dun Akafell (27,-13) 226918 -98989 2486 "floats"

In_OM_steps Dun Akafell (26,-12) 219020 -98153 3186 "floats a little"

terrain_rock_gl_04 Alt Orethan Region (25,-16) 207030 -123525 243 "floats"

flora_wickwheat_04 Alt Orethan Region (24,-16) 198074 -124671 597 "floats"

TR_terr_WG_Cliff_03 Mephalain Mountains Region (22,-7) 183352 -53741 -2130 "floats, or has wrong rotation"

flora_wickwheat_03 Helnim Fields Region (25,-2) 207481 -15727 2204 "some of these whickwheat floats"

flora_wickwheat_03 Helnim Fields Region (25,-2) 209157 -10093 523 "floats"

flora_wickwheat_04 Helnim Fields Region (25,-2) 208968 -10184 496 "floats"

flora_wickwheat_04 Helnim Fields Region (26,0) 215195 1496 640 "two wickwheat are under ground level"

Nemon June 19th
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

daedren wrote:Cell: Ayemar
Bug: I noticed the guards have the greeting as if they were in Kemel Ze ("Welcome to Kemel Ze, (...)"). I could even get a quest that is supposed to be there or in Marog, I don't recall correctly.
I can't reproduce this. Maybe you have (or had?) another mod which gives the Ayemar cell a name beginning with "Marog"?
User avatar
daedren
Developer
Posts: 114
Joined: Sat Nov 25, 2006 4:59 pm
Location: "City of the Strong Shield", Resdayn

Post by daedren »

arvisrend wrote:
daedren wrote:Cell: Ayemar
Bug: I noticed the guards have the greeting as if they were in Kemel Ze ("Welcome to Kemel Ze, (...)"). I could even get a quest that is supposed to be there or in Marog, I don't recall correctly.
I can't reproduce this. Maybe you have (or had?) another mod which gives the Ayemar cell a name beginning with "Marog"?

I don't know, it's probably a mod. The cell is actually names 'Azura's Coast Region', which I find rather suspicious. Here is a screenie with my findings:
Attachments
MGE Screenshot 23.jpg
As you can see, the greeting is from Kemel Ze. But if I ask background, the guard talks as if he were in Ayemar.
(352.62 KiB) Downloaded 423 times
-- "From the heart, the light; from the head, the law." - Excerpt from "Book of Dawn and Dusk"


-- The Elder Scrolls will become even better with Tamriel Rebuilt.

-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

Please post a list of mods you are using.
User avatar
daedren
Developer
Posts: 114
Joined: Sat Nov 25, 2006 4:59 pm
Location: "City of the Strong Shield", Resdayn

Post by daedren »

Here it is:

Active Mods
001 Morrowind.esm
002 Tribunal.esm
003 Bloodmoon.esm
004 Texture Fix - Bloodmoon 1.1.esm
005 Morrowind Patch 1.6.5 Beta (BTB Edit).esm
006 Poorly Placed Object Fix.esm
007 Texture Fix 2.0.esm
008 Book Rotate.esm
009 Rise of House Telvanni.esm
010 TR_Data.esm
011 TR_Mainland.esm
012 Texture Fix -TR -2.0.esm
013 Hold it - replacer.esp
014 Clean MCFC_1.0.esp
015 imperial chain fix.esp
016 LGNPC_NoLore_v0_83.esp
017 SirLuthor-Tools.esp
018 Unique Banners and Signs.esp
019 P.R.E. v4.0.esp
020 Windows Glow.esp
021 Key Replacer Trib & BM.esp
022 Dagger of Symmachus.esp
023 DB_Attack_Mod.esp
024 PSsorticon.esp
025 abotWindowsGlow.esp
026 Statue Replacer - Normal.esp
027 bones.esp
028 Shieldfx.esp
029 OR_Fang.esp
030 EcoAdjDaedricDrops.esp
031 OR_ForkH.esp
032 Barabus' fireplaces 2.esp
033 Book Rotate - Tribunal v5.3.esp
034 Book Rotate - Bloodmoon v5.3.esp
035 abotGuars.esp
036 A_flock_of_seagulls.esp
037 NewBlood_MwTbBm1.1.esp
038 Neo's Unique Creatures.esp
039 correctUV Ore Replacer 1.0.esp
040 Bloated Caves.esp
041 Graphic Herbalism.esp
042 Graphic Herbalism Extra.esp
043 Book Jackets - Morrowind - BookRotate.esp
044 Book Jackets - Tribunal - BookRotate.esp
045 Book Jackets - Bloodmoon - BookRotate.esp
046 almalexia armor.esp
047 Lgnpc_SN.esp
048 Faster-v10.esp
049 LGNPC_GnaarMok_v1_20.esp
050 LGNPC_AldVelothi_v1_20.esp
051 frostmoth_repaired_v0_31.esp
052 Windows Glow - Tribunal Eng.esp
053 Tale of the Devious Trader.esp
054 Windows Glow - Bloodmoon Eng.esp
055 UAR_EbonySarano_v2.esp
056 LGNPC_MaarGan_v1_20.esp
057 LGNPC_HlaOad_v1_32.esp
058 Windows Glow - Raven Rock Eng.esp
059 WA_Signy_Signposts(!).ESP
060 Museum of Artifacts Improved Expanded.esp
061 Less_Generic_Bloodmoon.esp
062 New Veloth's Judgement 2.esp
063 LGNPC - Ald Ruhn 1.20 (BTB Edit).esp
064 LGNPC_Aldruhn_v1_22_suppl.esp
065 LGNPC_Pelagiad_v1_31.esp
066 LGNPC_TelMora_v1_30.esp
067 LGNPC_Khuul_v2_21.esp
068 LGNPC - Vivec Foreign 2.20 (BTB Edit).esp
069 Less_Generic_Nerevarine.esp
070 LGNPC - Pax Redoran 1.20 (BTB Edit).esp
071 LGNPC - Secret Masters 1.30 (BTB Edit).esp
072 LGNPC_TelUvirith_v1_20_UI.esp
073 LGNPC_IndarysManor_v1_51.esp
074 LGNPC_VivecRedoran_v1_61.esp
075 LGNPC_SoulSicknessPatch_v1_00.esp
076 Better Skulls.ESP
077 UAR_Bloodworm_v2.esp
078 EcoAdjCrime (Tresspass Edit).esp
079 EcoAdjMerchantSkills (Disposition Edit).esp
080 ExcellentMagicSounds.esp
081 UAR_ChodalaBoots.esp
082 SNR_ThievesStep_Standart.esp
083 Less_Generic_Tribunal.esp
084 MA_snowprincetomb_v3.esp
085 Quieter_UI_Sounds.esp
086 abotSiltStriders.esp
087 abotGondoliers.esp
088 abotBoats.esp
089 Psy_IronMeshImprove_Uniques_BME.esp
090 AtmosphericSoundEffects-3.0-Tribunal.esp
091 BTB - Character.esp
092 BTB - Spells.esp
093 BTB - Alchemy.esp
094 Poe LighthouseV2.esp
095 Building Up Uvirith's Legacy1.1.ESP
096 BTB - Equipment.esp
097 BB_Grimoires.esp
098 BTB - Settings.esp
099 Better Clothes Complete (BTB Edit).esp
100 Lore Fix.esp
101 Books of Vvardenfell.esp
102 Uvirith's Legacy_Final_2.0.esp
103 Golden Gold.esp
104 Quick Char (Timescale Edit).esp
105 Area Effect Projectiles (PAR Edit).esp
106 Animated Morrowind.esp
107 New Voices.esp
108 Sleepers, Awake!.esp
109 Uvirith's Legacy Book Jackets Add-on.esp
110 guarskin_drum_replacer.esp
111 LeftGloves_Addon_v2.esp
112 UL v2.0 RoHT v1.52 Compatibility.esp
113 MDP Compilation.ESP
114 Talrivian's State-Based HP Mod v.2.2.esp
115 True_Lights_And_Darkness_1.0-NoDaylight.esp
116 UniqueFinery.esp
117 Service Requirements (BTB Edit).esp
118 Unique Jewelry and Accessories.esp
119 Better_Sounds.esp
120 Djangos Dialogue.ESP
121 New Bodies - Clean.esp
122 UL_MWSE_patch.esp
123 OTR_Coast_Variety.esp
124 UF_HortRobeF001.esp
125 daedricsanctuaryfix.ESP
126 Othren Manor v1.0.ESP

EDIT: I should probably mention that most, if not all, of the graphics mods are added by MSGO.
-- "From the heart, the light; from the head, the law." - Excerpt from "Book of Dawn and Dusk"


-- The Elder Scrolls will become even better with Tamriel Rebuilt.

-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

That's a lot of plugins. Have you checked that none of them is depending on our old maps (TR_map1.esm and TR_map2.esm)? Have you removed our old maps from the Data Files folder? If the answer to both questions is "no", then these maps are getting smuggled into the load queue as dependencies even if you have not willingly activated them, and you'll be getting some tons of bugs.

Otherwise the bug could still be caused by any of the mods, and as usual with such bugs, the best way to find the culprit is binary search (deactivate half of the suspects, see if the bug still persists, then iterate).
User avatar
daedren
Developer
Posts: 114
Joined: Sat Nov 25, 2006 4:59 pm
Location: "City of the Strong Shield", Resdayn

Post by daedren »

arvisrend wrote:That's a lot of plugins. Have you checked that none of them is depending on our old maps (TR_map1.esm and TR_map2.esm)? Have you removed our old maps from the Data Files folder? If the answer to both questions is "no", then these maps are getting smuggled into the load queue as dependencies even if you have not willingly activated them, and you'll be getting some tons of bugs.

Otherwise the bug could still be caused by any of the mods, and as usual with such bugs, the best way to find the culprit is binary search (deactivate half of the suspects, see if the bug still persists, then iterate).

I didn't use any of TR maps with this install - have been waiting for the release to add it to the load list.
But I will follow the suggestion of yours and when I find which mod is causing it, I'll let you know.
I also had some strange occurrence regarding some guards, but not any of TR (that I have seen so far): some guards end up not using their armour and wearing just pants. I guess it's because of their unarmoured rating being higher than their medium armour skill, and, as I have checked the fix of MCP regarding unarmoured skill, that might be the problem.

Thank you for the help, arvis!
-- "From the heart, the light; from the head, the law." - Excerpt from "Book of Dawn and Dusk"


-- The Elder Scrolls will become even better with Tamriel Rebuilt.

-- Thanks to Minttu Hynninen - creator of my avatar - who gave me permission to use it.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

More "fun" for Nemon:

terrain_rock_bc_15 Darnim (22,-18) 184928 -147248 536 "casper"

terrain_rock_bc_10 Inlet Bog (21,-18) 179170 -145455 154 "casper"

Terrain_rocks_GL_01 Nedothril Coast Region (38,-21) 318833 -165482 565 "casper"

Terrain_rocks_GL_02 Helnim Fields Region (30,-6) 248587 -47199 1986 "casper"

Terrain_rocks_GL_03 Boethian Mountains (31,-5) 255589 -39702 2080 "casper"

Also, int "Acre of Saint Meris" might not be correctly northed, depending on how anal-retentive one is. -- Fixed this and two other wrong northmarkers by the formula

(Z-angle of the northmarker)
= (Z-angle of the doormarker inside) - (Z-angle of the doormarker outside) + 180 mod 360

(works only if both doormarkers are exactly perpendicular to the respective doors, but that's easy to get).

Fixed - arvisrend, 20 Jun 2012
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

ex_v_stdeyln_01 Mephalain Mountains Region (30,-15) 250252 -117927 4004 "shouldn't there be a shrine here?"

Flora_kelp_02 Inner Sea Region (22,-15) 183653 -121492 -97 "texture seam between this..."
terrain_rock_bc_14 Inner Sea Region (22,-16) 183552 -123605 -276 "... and this"

Terrain_rocks_GL_02 Sacred Lands Region (37,-15) 309200 -122517 596 "some shading/texture mismatch still remains here"
Last edited by arvisrend on Mon Jul 30, 2012 12:33 pm, edited 1 time in total.
Locked