Placement Errors

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Placement Errors

Postby Worsas » Mon Feb 20, 2012 12:56 pm

One error and one detail, I'd personally like to get changed:

Error:
One Nord-Interior contains an orcish pig skewer with a roasted boar, standing on furniture. I don't know exactly where anymore.

Detail:
Replace the roofless well within Karthgad with a roofed one.

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Re: Placement Errors

Postby Tes96 » Sat Mar 10, 2012 5:10 am

Did anybody ever follow up on this? Or did Worsas already resolve the issues?
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Re: Placement Errors

Postby Lestat DeLioncourt » Sat Mar 10, 2012 5:39 pm

Those issues are already fixed. I did it a few days after Worsas post.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Placement Errors

Postby Worsas » Sun May 13, 2012 11:05 am

The door in front of the meadhall bleeds with the logs in the stone-basement.

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Re: Placement Errors

Postby Worsas » Thu Oct 11, 2012 9:00 pm

The wormmouth armor lying around in "Orsiniums Finest Armory" does not have the orc smith as owner assigned.

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Re: Placement Errors

Postby Worsas » Sun Oct 14, 2012 8:55 pm

There are 13 instances of Sky_Sack_01_03_Gold500 lying around rather randomly in karthgad.

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Re: Placement Errors

Postby Lestat DeLioncourt » Mon Oct 15, 2012 4:11 pm

Worsas wrote:There are 13 instances of Sky_Sack_01_03_Gold500 lying around rather randomly in karthgad.

I checked it in the CS and saw they are all in interiors.

I think they were placed because this sack is the only sack with gold from the 01_03 sacks so far. Could you make some versions with less gold too (like vanilla) when you fill the containers? Then I will replace 80% of the sacks.
#include <iostream>
using namespace std;

int main () {
cout << "This is C++, you won't even think of Java again once you discovered what this language is able to do" << endl;
return 0;
}

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Re: Placement Errors

Postby Lord Berandas » Sat Jun 01, 2013 3:15 pm

Okay, I did a quick "runthrough" on the new cutout and I found some bugs or things worth mentioning.

One of the Karhtwasten towers seems to be caspering.
Sky_Ex_Redguard_Fort_Wall_07 (-106,4) -860864.000, 38848.000, 2816.000
when you look form the bottom of the valley, you can see a gap underneath it, add some rocks to cover it

Sky_Furn_Logs_02_04 Interior Cut Region (-104,23) -843999 192950 11305 "I believe this is some sort of signal beacon, right? Some of the logs would not stick in their position and I think they should be redestributed in a different way, now it looks like just a stockpile of logs set on fire." - I created new meshes especially for this purpose

Sky_Ex_Railing_01 Interior Cut Region (-103,9) -837429 81797 537 "this kind of railing still has no collision"

Sky_Terrain_Cliff_L_04_G1 Interior Cut Region (-105,4) -859328 37056 1152 "there is a connection of two cliff meshes right in the middle of gate, I guess there is nothing much to do about it, but perhaps moving UV map of one slightly to match? It's kinda too obvious in that particular spot."

Sky_Ex_Redguard_House_Wall_01 Interior Cut Region (-104,5) -851232 43488 2688 "there is missing corner piece of the wall"

Sky_Ex_Marketstand_01 Interior Cut Region (-105,5) -852160 45408 2623 "market stands are too large, compare it to the character, table desk is in front of your head"

Sky_Furn_Ex_Stool_01_01 Interior Cut Region (-105,5) -852350 44701 2936 "isnt this a bit large? its like a table, compared to the character"

I also got some warning about sounds while in Karthwasten, but I was unable to screen it...

Sky_Flora_Bush_Pine_01_02 Interior Cut Region (-104,8) -844741 68783 729 "this bush has a collision (or too large), but there are much larger bsuhes without collision, isnt this wrong?"

Sky_In_Cave_Door_01_02 Cave Reach 10 -8071 -10115 -3404 "when I entered this interior, I got stuck"

Sky_Furn_Nord_Low_Closet_01 Cave Reach 10 5245 -12782 -2984 "doesnt this closet have wrong orientation?"

And don't forget to fix those large meshes in Karthgad before next release. ;)
Last edited by Lord Berandas on Sun Jun 02, 2013 2:59 pm, edited 1 time in total.

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Re: Placement Errors

Postby Luxray » Sat Jun 01, 2013 6:02 pm

A few more comments on the interior cut:

Sky_Ex_Ruin_Breton_Tower_04 Interior Cut Region (-100,4) -815811 39173 2126 "might be nice to put some loot on the first (top) floor of this ruined tower"

Sky_Terrain_Rock_04_139 Interior Cut Region (-98,14) -794703 117970 4586 "If you are trying to hide things from the all-seeing eye of MGE, place some taller rocks here to obscure the view of the house from the path on the other side of the river"

edit 6/6 [these are from the CS, so I don't know what cell they are in, sorry]

Sky_Misc_Basket_01 -864520 144560 3236 bleeding into bench - raising it and 'f'ing it once is enough to fix this

Sky_Misc_Rope_01 next to it is floating

Sky_Barrel_01_Loot_02 -875642 125007 1039 bleeding into barrel next to it

I think the firepit next to them needs to be sunk, but the CS crashed before I could check.

At least one of the barrels on Karthwasten's south-most wall is floating.

Our new shop-sign meshes have a weird flapping noise instead of a metal-creaking noise like one would expect, I imagine this would be an easy swap. The same goes for the Karthwasten windmills, which while at least slightly more appropriate, a creaking noise of the wooden frame turning would be better instead, methinks
Last edited by Luxray on Thu Jun 06, 2013 1:39 pm, edited 2 times in total.
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Re: Placement Errors

Postby Lord Berandas » Sat Jun 01, 2013 7:08 pm

Some other bugs.

Sky_Crate_03_Weapon_02 Interior Cut Region (-104,4) -851120 36400 2720 "there is land lowered here, so these items are floating."

Sky_Ex_Redguard_Door_01 Interior Cut Region (-104,4) -850970 36718 2796 "these doors arent going to the ground, so there is a gap underneath it - it looks odd"

Sky_Ex_Redguard_House_Wall_01 Interior Cut Region (-104,5) -846528 41856 2752 "some part of this wall is moved, so there is a gap"

Sky_Ex_Redguard_Gate_Right_01 Interior Cut Region (-104,5) -845704 43708 2908 "this gate has a wrong orientation - it opens inside in the middle"

Sky_Ex_Redguard_House_Wall_01 Interior Cut Region (-104,5) -846080 46080 2752 "piece of wall just floating in the middle of the street...am I really using the most recent version?"

Sky_Ex_Redguard_Fort_Wall_16 Karthwasten (-104,6) -848664 51112 2664 "these absolute black parts looks very weird, it looks like a dark cave or something"

Sky_Ex_Nord_Well_01_03 Karthwasten (-103,6) -843312 51160 2596 "cant we just do something about bottoms of these various well meshes? the ground that can be seen through the water looks weird, I am not sure if darkness would look better, but this just looks weird every time, perhaps less transparent water?"

"script error EXPRESSION in sound_waterfall" - was that error I was getting

Sky_Ex_Farm_Fence_Gate_01 Interior Cut Region (-94,15) -764769 127373 2767 "this gate opens through the lantern post"

Sky_Ex_Farm_Fence_Gate_01 Interior Cut Region (-94,15) -764769 127373 2767 "also I would say, both these gates have their open/close sounds switched"

misc_com_bottle_15 Interior Cut Region (-94,15) -763465 127274 2905 "uaaaa! a flying BOTTLE!"

Sky_Ex_Cave_Door_01_03 Interior Cut Region (-98,12) -802266 104414 31 "this looks weird when submerged in water - either change the door mesh [without the darkness, or without shadeless plane] or move the entrance above water level"

Interior Cut Region (-105,5) -852352 44688 2844 "okay, now I am sure, this is also too big...you could hang a horse up there..."

"isn't minotaur horn too expensive to be placed in many common barrels and sacks? I saw it quite often."

Sky_Ex_Cave_Door_Natural Interior Cut Region (-104,10) -844365 86286 -240 "this doors shines through the water and can be seen from long distance"

Sky_Ex_Ropebridge_01 Interior Cut Region (-99,9) -807580 78705 6385 "perhaps some wood cracking sound could be here"

Sky_Ex_Ruin_Breton_Tower_04 Interior Cut Region (-100,4) -815811 39173 2126 "yup, there should be something in this tower, its totally plain"

Sky_Terrain_Rock_04_001 Interior Cut Region (-100,3) -812003 31312 -28 "several stones bleeding into the bridge"

Sky_Flora_Tree_Leaf_02_01 Interior Cut Region (-106,5) -864277 47411 1093 "several trees floating in the air"

Sky_Ex_Cave_Door_01_03 Interior Cut Region (-108,6) -877124 50633 -70 "again, doors can be seen underwater"

p_restore_health_e The Reach, Adjird Cavern -1168 -1940 -462 "Exklusiver Genesungstrank - wut?!"

Sky_Ex_Nord_Door_02_02 Interior Cut Region (-107,9) -869031 78350 4876 "shouldnt there be more colder/darker ambient light, since its abandoned and with no light sources?"

Sky_In_Cave_Door_01_03 The Reach, Adjird Cavern -3 91 -32 "there is missing piece around this door, emptiness can be seen through"

Sky_Crate_01_Hunter_02 Interior Cut Region (-105,12) -858019 101493 2105 "bleeding into wooden beam"

Sky_Barrel_01_Hunter_01 Interior Cut Region (-105,12) -858547 101985 2139 "bleeding as well"

Sky_Furn_Nord_Bucket_02_01 Interior Cut Region (-106,8) -866899 68323 393 "bleeds into the wooden beam"

Sky_Crate_01_Empty Interior Cut Region (-106,8) -866641 68428 361 "bleeds into the doorfram on the floor"

Sky_Crate_01_Empty Interior Cut Region (-106,8) -866400 68513 361 "bleeds into the logs a little bit"

Sky_Barrel_01_Empty Interior Cut Region (-106,8) -866213 68562 394 "bleeds into the wooden beam"

Sky_Misc_Rope_01 Interior Cut Region (-111,8) -902919 66709 8147 "the rope is bleeding into the shack, if its not intended"

Sky_Ex_Redguard_Window_01 Interior Cut Region (-111,8) -902484 69339 8313 "there are two floating windows, or missing building"

Sky_Ex_Redguard_Planks_01 Interior Cut Region (-111,8) -901999 69566 8201 "all objects placed on it are floating"

Sky_Ex_Nord_Well_03_01 Interior Cut Region (-96,16) -778848 132736 5287 "is this supposed to be a well? really? for who? A mammoth to take a bath in it?"

Sky_Crate_06_Cheapfood_01 Interior Cut Region (-96,16) -780556 132954 5353 "this bleeds a little to the crate below"

Sky_Ex_Farm_Fence_Gate_01 Interior Cut Region (-96,16) -780290 131394 5311 "I guess this should be opening to the other side"

Sky_Contain_Beehive_02 Interior Cut Region (-96,15) -779811 126943 5057 "there are no bees and no sound in these four hives, is that intended?"

Sky_Act_Ex_Water_Waterfall_01 Interior Cut Region (-97,15) -793366 124084 4746 "Shouldnt there be a loud sound of falling water? I can hear it a little, but it seems to be too silent - unless its a bug on my side"

Sky_Ex_Nord_Well_03_01 Interior Cut Region (-99,15) -806510 126107 7724 "I believe that this well could be smaller as well"

Sky_Ex_Farm_Windmill_01 Interior Cut Region (-99,15) -805513 126946 7474 "this mill has no doors"

Sky_Flora_Maize_01 Interior Cut Region (-99,14) -803877 121157 6025 "even vanilla game became very laggy in these parts, is it because of hundreds of plants, or is that my computer?"

Sky_Ex_Farm_Windmill_01 Interior Cut Region (-99,14) -809755 118809 5768 "no doors here"

Sky_Ex_Nord_Well_03_01 Interior Cut Region (-100,14) -811719 116630 6159 "another well could be slightly smaller?"

Sky_Nord_Latern_04_01 Interior Cut Region (-95,16) -777967 133416 5447 "there are many pickable lanterns, but when you pick them, there are static lanterns on their positions, all lanterns in Karthgad are only statics"

Sky_Potion_Ungorth_01 Karthgad (-102,11) -832343 94333 1458 "floating"

_misc_com_bottle_02 Karthgad (-102,11) -832128 94339 1340 "bleeding"

_misc_com_bottle_01 Karthgad (-102,11) -832120 94268 1390 "bleeding"

Sky_Flora_Wrothgarian_Grape_01 Claim Farmland - NoEdit (-99,12) -810572 101867 -388 "there is a bush and some mushrooms under the water"

Guards in Karthgad still have no weapons! fixed in 1.1 release

Sky_Crate_01_Empty Karthgad (-102,11) -831302 95482 1540 "bleeding into the one below"

Sky_Crate_08_Empty Karthgad (-102,11) -831306 95375 1554 "bleeding into the one below"

Sky_Basket_01_Empty Karthgad (-102,11) -831278 94998 1508 "bleeding"

Sky_Barrel_01_Arrows_01 Karthgad (-102,11) -831520 95038 1373 "bleeding"

Sky_Crate_07_Hunter_01 Karthgad (-102,11) -834269 94844 1372 "bleeding into the one below"

Sky_Crate_01_Empty Karthgad (-102,11) -833291 94033 1305 "floating"


will there be any chance of spawning bees attacking the player, or loss of lives when harvesting honey from the hives? Will there be any way of creating mead? :P
And how about some dungeon underneath Karthwasten, leading to the gullet bellow?
About the wells, we should agree in what height the lid should be, I think the optimal height is somewhere around character's waist (imperial for example), hm?
note: Never use "tgm" while paralyzed...you'll be both immortal and paralyzed forever!
Last edited by Lord Berandas on Sat Aug 24, 2013 8:45 am, edited 7 times in total.

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Re: Placement Errors

Postby Scamp » Sat Jun 01, 2013 8:00 pm

My turn!

Sky_Flora_Palm_03 Interior Cut Region (-104,5) -845395 44705 2846 "Caspering pieces here"

Sky_Ex_Redguard_House_Wall_01 Interior Cut Region (-104,5) -846080 46080 2752 "A wall piece right in the middle of the street. Seems so weird nobody has seen this yet that it might be an error on my part."

Sky_Terrain_Rock_04_023 Interior Cut Region (-100,3) -811823 31201 99 "rocks bleeding through bridge"

Sky_Terrain_Rocks_04_01 Interior Cut Region (-98,3) -800825 31789 2174 "casperer"

Sky_Bandi_Hidar00000000 Interior Cut Region (-97,5) -791598 40968 1946 "this guy had the amulet of shadows with him. As far as I can remember, that is a unique object, and aside from that, it should not be on some random mook. (though I do not know whether he is that random)"
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Re: Placement Errors

Postby Tes96 » Sun Jun 30, 2013 9:22 pm

-Exterior piece "Sky_Ex_Redguard_House_06" for Karthwasten House 01a is ghosting from the main house.

-Sky_Shovel_01 missing inventory icon.
-Two duplicate books: Sky_bk_history_karthwasten and Sky_bk_HistoryOfKarthwasten; same book just different textures. One needs to be deleted.
-"Sky_bk_II_OldWays" missing icon. This is already a vanilla Morrowind book.

Lanterns in Karthgad are missing the handles that hold them outside the door. They are just floating in the air. This is for most of the lanterns in the exterior.

The Reach, Aejoir Cavern, near the back of the cavern, this spot right here, the ceiling is too low and I cannot walk back the way I came. I can walk through it from the other side but I can't walk back. It needs to be raised or else the player will be forever trapped in the back there. Too bad we can't crawl in this game.


Sky_In_Reachmen_Wall_03 has caspering by the door.

Two floating windows near Mesa House #4 in Interior Cut -111,8.
Last edited by Tes96 on Tue Oct 28, 2014 1:20 am, edited 2 times in total.
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Re: Placement Errors

Postby Tes96 » Sun Jun 22, 2014 5:06 pm

Well, in addition to the errors in my previous post from June 30th (which I've been editing and updating with new errors), I found these other concerns.

Is the gate to Karthwasten supposed to be bleeding like that?

Was this door frame ever corrected? I know I reported this last year.

Not a placement error but why is Light Beer priced at 60 gold pieces? Wouldn't that be like charging $60 dollars for a light beer here? Seems a little ridiculous. And what about the values for the Redguard armor? I remember that those were too expensive as well.
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