SHotN Oddities and Bugs

Report any errors in the SHotN public files here
Glisp
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SHotN Oddities and Bugs

Post by Glisp » Wed Feb 11, 2015 8:29 pm

More or less a thread to report bugs and other oddities I've encountered in SHotN.

"Honest officer, I wasn't trying to steal it, I was just touching it"
The signs next to the door of the smith and traders in Karthgad apparently have owners. (the guards). If someone catches you trying to press the use button on them, your crime will be reported and you'll gain a 5 gold fine. Even though it's pretty funny to see happen, it's clearly a mistake on one of the developers' parts. I'm still trying to figure out how on earth this mistake happened lol.

Confused NPC's
Couldn't think of a proper title for this, but there's a few NPC's that use text based upon their faction (or in the case of the captured bosmer, the faction that captured him) that just don't make sense. To top it off, apparently there's also an NPC confused about her gender.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... 95b604.png[/hsimg]
Kinda hard to see due to the drab lighting, but the captured bosmer's text for the Bear Clan topic doesn't really fit his current state of peril. When he refers to them, he refers to them as if he was from Karthgad. It would be better if he responded more like he does in other topics when asking him about the bear clan.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... 505f2f.png[/hsimg]
This female nord's text refers to her as a male. Not really sure if this is a mistake or a female nord trying to fit in with the boys, or what but it's a little strange.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... e3457f.png[/hsimg]
This isn't really an error but her "the reach" topic response is a little generic. Could use a bit more flavor IMO.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... 64ad4c.png[/hsimg]
How does an orc this far in the middle of nowhere know what Solstheim is when others in SHoTN haven't even heard of it. To top it off, look at his response below. it contradicts the previous one lol.

Floating Objects

The following are places in the iron mine just north of karthgad. sorry for the poor lighting. It's a cave though, so what did you expect?

[hsimg=]http://i527.photobucket.com/albums/cc35 ... d6d5ab.png[/hsimg]
This pickaxe is supposed to be stuck in this rock. Really though, it's floating in the air and isn't actually even touching the rock.

[hsimg=]http://i527.photobucket.com/albums/cc35 ... 88c968.png[/hsimg]
This bucket, also in the same place has a similar problem, albeit much more noticable.

That's all the mistakes and or bugs I have to report for now that haven't already been reported by me in the past.
Last edited by SGMonkey on Wed Feb 11, 2015 9:00 pm, edited 1 time in total.
Reason: *cough*

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Lord Berandas
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Re: SHotN Oddities and Bugs

Post by Lord Berandas » Mon Feb 22, 2016 10:59 pm

So, I did some walkthroughs in our latest exterior merge and I found these:

Sky_Ex_Docks_Piling_01 The Reach, Vorndgad Forest (-104,9) -846962 80436 -64 "this ford is too deep"
Sky_Ex_Railing_02 The Reach, Vorndgad Forest (-102,9) -829459 81906 981 "cell seam here"
Sky_Ex_Nord_Foodhut_02 Wilderness (-95,16) -777648 131296 5424 "this building is very hardly enterable"
Sky_Ex_Docks_Piling_01 The Reach, Vorndgad Forest (-103,10) -837712 84752 -32 "too deep"
Sky_Ex_Nord_Fort_Tower_01 Karthgad (-102,11) -833968 91440 3936 "still not corrected scale?"
Sky_Terrain_Cliff_L_04_G1 Karthgad (-102,11) -828069 90180 1632 "caspering a bit"
Sky_Terrain_Rock_04_141 The Reach, Markarth County (-99,13) -810372 107218 4350 "caspering"
Sky_Terrain_Rock_04_053 The Reach, Markarth County (-98,13) -802543 114525 4724 "caspering"
Sky_Terrain_Cliff_L_04_E2 The Reach, Markarth County (-98,14) -798568 116774 2048 "caspering"
Sky_Terrain_Cliff_L_04_E1 Falkar Foothills Region (-98,16) -798478 132137 2048 "caspering"
Sky_Ex_Redguard_Window_01 Wilderness (-111,8) -902484 69339 8313 "house missing or just a pair of floating windows?"
Sky_Terrain_Cliff_L_04_A1 Wilderness (-115,9) -942080 77056 4928 "caspering"
Sky_Ex_Ropebridge_01 Karthwasten (-105,4) -856144 33422 2413 "we really need to replace this bridge with the stone one"
Sky_Terrain_Cliff_L_04_F1 Wilderness (-103,4) -841488 33376 -176 "caspering"
Sky_Terrain_Rock_04_141 Wilderness (-102,6) -829769 54976 3280 "probably missing cliff mesh here"
Sky_Terrain_Rock_04_105 The Reach, Karthwasten County (-101,4) -826880 38098 1818 "land seam by this rock"
Sky_Ex_Impruin_Basement_02 Wilderness (-106,2) -862336 20032 6016 "missing piece of the ruin here?"
Sky_Terrain_Rock_04_105 The Reach, Karthwasten County (-108,2) -879924 21079 5297 "floating"
Sky_Terrain_Rock_04_135 Sky_farmlands_#9 (-108,16) -876792 134959 513 "gap here, also road textures are incosistent"
Sky_Ex_Ruin_House_03_11 "there is some weird triangle in the corner of this ruined mesh, I think it might be a spider web or something, but its texture looks weird ingame"
___to shrine The Reach, Vorndgad Forest (-107,13) -875164 106894 5996 "I assume those are some leveldesign markers, right?"
"grass often prevents from looting corpses"
Sky_Flora_Grass_01_03 ClaimMarkarth_Wilderness (-104,18) -843853 149340 182 "texture seam here"
Sky_Ex_Railing_04 The Reach, Vorndgad Forest (-102,15) -829760 130704 489 "texture seam in the middle of the road"
Sky_Flora_Bush_Leaves_Dry_01_02 Sky_vorndgad_#11 (-108,14) -882814 121949 1001 "this kind of tree could probably use less collision"
2In_Lava_Blacksquare Sky_claim_berrow 3576 1368 15192 "this is probably supposed to simulate darkess between rocks, this report might be just a professional deformation, but to me it looks like missing meshes actually"
Sky_Flora_Bush_Pine_01_01 The Reach, Karthwasten County (-108,2) -877803 21305 5603 "perhaps this kind of mesh could use less collision as well"
"I believe the roosters are using minotaur sounds, they're pretty creepy."
Sky_TheReach_Barjorg00000000 Karthgad, Mead Hall of Thane Grondvyrd 4235 5234 11842 "ancient steel pauldrons are missing their meshes"
Sky_TheReach_Barjorg00000000 Karthgad, Mead Hall of Thane Grondvyrd 4235 5234 11842 "nordic silver axe nas no inventory sounds"
Sky_Sack_01_03_Grain_01 Falkar Foothills Region (-99,15) -805763 126484 7914 "these two sacks might be floating, they coudl be sunk a little bit more"
"the gate crank in Markarth gave me runtime error upon activating, isn't there something wrong with the script? Opening the Markarth cell crashes my CS as well."
Sky_In_Barrow_Bricks_01 ClaimMarkarth_Wilderness (-103,17) -839352 143803 573 "I believe this mesh has its rocks texture turned 180 degrees, the shadows are on top"
Sky_In_Barrow_Bricks_01 ClaimMarkarth_Wilderness (-103,17) -839352 143803 573 "also the grass is floating around here"
Sky_Terrain_Rock_04_141 Claim Worsas New (-109,18) -886017 151164 596 "land tear by this rock"
Sky_Flora_Tree_Leaf_02_03 Sky_vorndgad_#11 (-108,13) -877016 109244 5531 "floating"

Content file: Skyrim Merge.ESP
RefNum: 171550
RefID: misc_com_bottle_15
Cell: Wilderness
Grid: -94 15
Coordinates: -763465 127274 2905.21
Model: meshes\m\Misc_Com_Bottle_15.NIF
Notes: floating

Content file: Skyrim Merge.ESP
RefNum: 171646
RefID: sky_ex_signpost_01
Cell: Wilderness
Grid: -94 15
Coordinates: -764762 127333 2665.12
Model: meshes\Sky\x\Sky_Ex_Signpost_01.nif
Notes: the gate is opening through this pole

Content file: Skyrim Merge.ESP
RefNum: 171737
RefID: sky_ex_farm_fence_gate_01
Cell: Wilderness
Grid: -94 15
Coordinates: -764769 127373 2767.17
Model: meshes\Sky\d\Sky_Ex_FFence_GT_01.nif
Notes: I believe this gate has switchet open/close sounds, or at least it sounds like it to me

Content file: Skyrim Merge.ESP
RefNum: 164113
RefID: sky_ex_impruin_middle_05
Cell: Haafinheim, Solitude County
Grid: -95 17
Coordinates: -776896 145024 640
Model: meshes\sky\x\Sky_Ex_Impruin_MD_05.nif
Notes: floating

Content file: Skyrim Merge.ESP
RefNum: 9565
RefID: sky_terrain_rock_04_131
Cell: Claim Worsas New
Grid: -111 17
Coordinates: -909258 139903 381.819
Model: meshes\Sky\f\Sky_TerrRock_04_H31.nif
Notes: the large rock piece is floating by this rock

Content file: Skyrim Merge.ESP
RefNum: 636287
RefID: sky_terrain_rock_04_055
Cell: Dragonstar_canyon
Grid: -113 14
Coordinates: -925331 119446 540.018
Model: meshes\Sky\f\Sky_TerrRock_04_055.nif
Notes: land tear here

Content file: Skyrim Merge.ESP
RefNum: 121340
RefID: sky_furn_rug_22
Cell: Karthwasten_Interior_13
Coordinates: 969.532 913.007 640
Model: meshes\Sky\f\Sky_Furn_Rug_22.nif
Notes: duplicite object

Content file: Skyrim Merge.ESP
RefNum: 675719
RefID: sky_flora_black_spore_cap_01
Cell: The Reach, Vorndgad Forest
Grid: -104 12
Coordinates: -844580 100661 1978.28
Model: meshes\Sky\o\Sky_Flora_BSCap_01.nif
Notes: bleeding into the rock


Some of these are probably in not yet finished cells, so you can probably ignore them, the rest...I'll let you decide. ;-)
Although Skyrim's weather works often against screenshoting, the overall exterior atmosphere is very nice, especially the woods in rainy weather. The milky white fog felt a bit extreme sometimes, especially when it lasted for days.
One thing I noticed was the lower creature count in exteriors, compared to vanilla game (although it might be just that I was only at level 1).
Last edited by Lord Berandas on Wed Mar 02, 2016 8:04 pm, edited 3 times in total.

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Scamp
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Re: SHotN Oddities and Bugs

Post by Scamp » Tue Feb 23, 2016 8:54 am

Lord Berandas wrote:[...]lower creature count in exteriors, compared to vanilla game[...]
xD xD

Does anyone really want cliffracers 2.0?

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Re: SHotN Oddities and Bugs

Post by Lord Berandas » Tue Feb 23, 2016 10:14 pm

Well, it's not about cliffracers, one annoying thing about mobs can be that they can see you thrugh grass and bushes, but for the player it's quite difficult to determine from where is he actually attacked, based on the music change and since our exterirs are very rich, it could be difficult to avoid mobs. The thing I was thinking about was that there are only few minotaurs, wormmouths and a few non-respawn NPCs and most of the time the player is simply roaming the land without any encounter. This would ofc need a proper gameplay from lvl1 up.

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berry
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Re: SHotN Oddities and Bugs

Post by berry » Sat Aug 06, 2016 1:43 pm

It looks like after recent data update, sleeping for a longer time in Vorndgad forest region (enough to get a weather change, perphas?) results in game crashing... Weird. I tried it many times, always with the same results, because I thought my horse quest could be somehow dirty, but it happens when I plug off that quest, too. Everything is well when I rest in "Karthwasten, docks" cell (belonging to Wilderness region currently).

Can anyone confirm this happening as well?

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Re: SHotN Oddities and Bugs

Post by worsas » Sat Aug 06, 2016 4:25 pm

Can anyone confirm this happening as well?
When testing your horse quest, it happend to me, too. Then I resaved both the vorndgad forest file and the questfile in the CS and it stopped happening afterwards.

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berry
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Re: SHotN Oddities and Bugs

Post by berry » Sat Aug 06, 2016 6:37 pm

worsas wrote:
Can anyone confirm this happening as well?
When testing your horse quest, it happend to me, too. Then I resaved both the vorndgad forest file and the questfile in the CS and it stopped happening afterwards.
Phew, it's a relief it's nothing huge, then. It makes sense, I guess, since I didn't make the forest file with latest esm.

Thanks for alertness!

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Lord Berandas
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Re: SHotN Oddities and Bugs

Post by Lord Berandas » Mon May 01, 2017 9:49 pm

Handful of thing I was able to find during my quick walkthrough:

T_Rga_SetReach_DoorGrateDblL_01 Karthwasten (-104,5) -845486 44336 2890 "this gate is upside down (see the keyhole)"
T_Nor_SetPalisade_LadderUp_01 Karthwasten, Dancing Saber: Tavern, Basement 4766 3896 12254 "activating this makes no sound"
T_Rga_SetReach_X_HouseRuin_06 The Reach, Lorchwuir Heath (-103,3) -841536 25744 1841 "the door should propbably have a larger hole in its collision mesh, I was able to pass in, but unable to get out"
T_Nor_DngBarrowFort_Door_01 The Reach, Druadach Highlands (-109,15) -889904 131008 3536 "no interior linked here and the other door higher up"
T_Nor_Set_GrindingWheel_01 Karthwasten (-104,5) -850742 46862 2600 "I can see the meshes with added animations never got into the release :-("
"traveling to Skyrim makes teleport sound, but then I wake up at the docks.."
T_Sky_Flora_BushLeaves5_02 The Reach, Lorchwuir Heath (-106,5) -860891 47909 1186 "bleeding"
T_Rga_SetReach_X_FortTower_05 The Reach, Lorchwuir Heath (-106,5) -860621 48059 1526 "floating"
GH_sky_OreREIron05P The Reach, Kerlingroff Mine, Upper Mineworks 192 -212 975 "harvesting this without equipment gives messagebox about mining gold"
T_Nor_Set_Railing_01 The Reach, Vorndgad Forest (-105,15) -854437 129764 1301 "rope has no collision"
T_Sky_Flora_TreeLeaf2_02 The Reach, Midkarth Region (-103,14) -837901 116169 3427 "floating"
"are the birds singing even during night?"


Interior are generally bright for my taste (I am using darker nights and some other darkening mods), but one thing breaking the immersion the most are the window lights simulating the daylight coming through - they're present even during night, wich is very odd.
Mountain goat should be renamed to Zombie goat due to their animation. :D
Last edited by Lord Berandas on Wed May 03, 2017 9:20 pm, edited 3 times in total.

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Re: SHotN Oddities and Bugs

Post by Yeti » Tue May 02, 2017 9:52 am

Were the errors listed in Lord Berandas' older post ever fixed?

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Re: SHotN Oddities and Bugs

Post by Scamp » Tue May 02, 2017 11:27 am

Lord Berandas wrote:[...]one thing breaking the immersion the most are the window lights simulating the daylight coming through - they're present even during night, wich is very odd.
I believe we had planned for these lights to be scripted, i.e. they should disappear at night. I'm not big on the scripting thing though, so it might not be possible; in that case, they should be removed.

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Re: SHotN Oddities and Bugs

Post by R-Zero » Tue May 02, 2017 11:46 am

Scamp wrote: I believe we had planned for these lights to be scripted, i.e. they should disappear at night. I'm not big on the scripting thing though, so it might not be possible; in that case, they should be removed.
Most certainly possible! The simplest solution would be to disable/enable dependent on GameHour global variable value. The transition would be very abrupt though.

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Re: SHotN Oddities and Bugs

Post by Texafornian » Wed May 03, 2017 10:07 pm

T_Com_Var_BottleBroken_03 The Reach, Lorchwuir Heath (-106,5) -862175 48569 1042 "Floating"
T_Com_SetRuin_Rubble_04 The Reach, Lorchwuir Heath (-106,5) -862662 48678 1465 "Floating"
light_com_lantern_01_256 The Reach, Lorchwuir Heath (-106,6) -862495 49158 1668 "Floating"

T_Nor_Set_Wagon_01 Karthwasten (-104,5) -845480 45820 2832 "Odavus Codicus gets stuck on this wagon during wandering"
T_Rga_SetReach_I_TileTrim_02 Karthwasten, Guild of Fighters 5379 3263 15841 "OpenMW: NPCs wander down the stairs and can't climb up this top step"
T_Nor_FurnM_Bar_01 Karthwasten, Tivela Tyravel: Pawnbroker 530 -32 32 "OpenMW: Bar has no collision, but has collision in vanilla"
Last edited by Texafornian on Thu May 04, 2017 5:42 am, edited 3 times in total.
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Yeti
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Re: SHotN Oddities and Bugs

Post by Yeti » Thu May 04, 2017 4:20 am

Our roasters seem to growl like werewolves.

Also, you can kill farm animals in Karthgad and no one will try to stop you. I'm not sure this is something we can fix, though.

In general, I think our log cabin interior shells need adjusting. You should haven't to jump to get from the lower part of the floor to the higher parts. Maybe add little ramps along the sides.

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Re: SHotN Oddities and Bugs

Post by WellTemperedClavier » Fri Sep 01, 2017 4:28 pm

I found one dialogue error. Muirach, a woman in the Braign Camp, will use generic Nord dialogue when referring to the Reachmen. Given that she is a Reachman, it's odd to hear her castigating them.

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Re: SHotN Oddities and Bugs

Post by Iskuss1418 » Wed Oct 04, 2017 2:57 pm

Cell: Karthgad, Mead Hall of Thane Grondvyrd
Coordinates: 3964.25 5551.12 11921.4
Thane Grondvyrd has a typo in her Background topic: "servE" should be all lowercase.

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Re: SHotN Oddities and Bugs

Post by Iskuss1418 » Sun Oct 22, 2017 3:17 am

(Openmw only) Horse(s) in the Karthwasten stables constantly uses its scream sound every 5 seconds. It is played at a very loud volume, and is really annoying.
Last edited by Iskuss1418 on Mon Nov 13, 2017 3:53 pm, edited 1 time in total.

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Re: SHotN Oddities and Bugs

Post by Scamp » Sun Nov 12, 2017 11:56 pm

The farm houses on the farmland mesa near Karthgad all use "colony_smoke_1" for their chimneys (4 times total, all around cell -99, 14).

These should be replaced with "active_chimney_smoke02". Colony activators only appear on certain Raven Rock quest stages.

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Re: SHotN Oddities and Bugs

Post by Scamp » Thu Nov 23, 2017 8:37 pm

Baby land tear in Sky_main, -108, 16. It's right on the edge, so fixing it will only be possible together with rest_exteriors.

Image

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Re: SHotN Oddities and Bugs

Post by Texafornian » Fri Nov 24, 2017 5:41 am

EDIT: This has been fixed in an InDev version of Sky_Main.

Reposting from Discord:

MWEdit and Enchanted Editor are both showing that Sky_Main.esp has had some dirty edits to some Bitter Coast Region and West Gash Region cells as well as the interior "Nchardahrk", for the past few internal updates.
Last edited by Texafornian on Fri Mar 02, 2018 6:53 pm, edited 1 time in total.
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Re: SHotN Oddities and Bugs

Post by Texafornian » Wed Dec 27, 2017 6:55 am

EDIT: This has been fixed in an InDev version of Sky_Main.

The sidedoor to Karthwasten, Cassius Manor currently points to Karthwasten, Throld Round-Head's House.

RefID: t_rga_setreach_door_01
Cell: Karthwasten
Grid: -105 4
Coordinates: -854148 39304.5 2829

Also, the lock values on the doors in Cassius Manor seem a bit random/strange. Numbers like 1, 18, etc
^ Will be fixed in my Karthwasten Thieves Guild esp
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Re: SHotN Oddities and Bugs

Post by Texafornian » Fri Dec 29, 2017 3:44 am

EDIT: This has been fixed in an InDev version of Sky_Main.

This "Greeting 1" entry in Sky_Main_12-26_17 needs a quick fix... "disposition -20" should be changed to "moddisposition -20".

Image

There's one more dialogue error in that esp:
Script Dialogue CompileAndRun
InfixToPostfix Error in line 1
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Re: SHotN Oddities and Bugs

Post by Iskuss1418 » Sat Jan 27, 2018 10:48 pm

Content file: Sky_Main_2018-01-22.esp
SpoilerShow
Cell: The Reach, Berjodhre
Coordinates: 3780.89 2772.86 12497.2
Notes: The door marker puts the player inside of a rock wall. The marker should be moved away from the wall.


RefID: t_skycom_var_bl2honey
Cell: Karthwasten
Grid: -104 5
Coordinates: -851950 45885.9 2694.68
Notes: floating barrels


RefID: t_sky_terrrockre_rocksml_16
Cell: The Reach, Lorchwuir Heath
Grid: -101 1
Coordinates: -822824 14315.5 2685.37
Notes: caspering rock

RefID: t_sky_terrrockre_rock_29
Cell: The Reach, Lorchwuir Heath
Grid: -101 1
Coordinates: -823716 14715.8 2287.2
Notes: caspering rock


RefID: t_sky_terrrockre_rocklrg_19
Cell: The Reach, Lorchwuir Heath
Grid: -101 0
Coordinates: -821154 6692.04 2878.19
Notes: Ever so slightly caspering rock. Have to tcl to near ground level to see it, or be at bottom of nearby hill.


RefID: t_sky_cave_door_01
Cell: The Reach, Lorchwuir Heath
Grid: -102 1
Coordinates: -831930 12758.6 2946.11
Notes: Caspering cave door. Also this is my claim's exterior :)



RefID: t_ham_terrrockre_rockgrp_07
Cell: The Reach, Lorchwuir Heath
Grid: -103 0
Coordinates: -841159 7874.27 2825.5
Notes: Caspering rocks



RefID: t_com_setruin_scrapwood_09
Cell: The Reach, Lorchwuir Heath
Grid: -102 1
Coordinates: -832083 14500.8 3170.32
Notes: stair blocked by beam. Characters with good acrobatics are fine, but otherwise you are stuck. There's goodies down here to lure players as well as a dungeon entrance.


RefID: t_rga_setreach_x_fortwall_19
Cell: The Reach, Lorchwuir Heath
Grid: -105 2
Coordinates: -854144 21440 6848
Model: meshes\Sky\x\Sky_Ex_Red_FT_WL_19.nif
Notes: Bleeding into guardhouse. Also the texture of the floor is inconsitent, although that's on the data side rather than a sky_main bug.



RefID: t_sky_terrrockre_rockgrp_01
Cell: The Reach, Lorchwuir Heath
Grid: -102 0
Coordinates: -828857 3997.97 2780.59
Notes: Caspering rock formation



RefID: t_rga_setreach_x_fortwall_03
Cell: Karthwasten
Grid: -104 5
Coordinates: -850544 48944 2680
Notes: City wall caspering/bleeding into next segment


RefID: t_sky_cave_i_beam1_05
Cell: The Reach, Lorchwuir Heath, Husteng Caverns
Coordinates: 5041.42 252.445 14646.3
Notes: Stairs blocked by beam



RefID: deletemeerond
Cell: The Reach, Kerlingroff Mine, Upper Mineworks
Coordinates: -2282.15 2293.07 785.736
Script: T_ScNpc_Sky_TheReachNolore
Notes: Two npcs named Erond. deleteme erond is not deleted.


RefID: t_sky_terrrockre_clifflrg_01a
Cell: The Reach, Lorchwuir Heath
Grid: -104 3
Coordinates: -847840 31808 -176
Notes: caspering cliff
RefID: sky_ire_kw_rianard
Cell: Karthwasten, Rianard: Alchemist
Coordinates: 4309.28 4241.18 15873
Script: Sky_ScNpc_KW_rich
Notes: Tries to mark Haimtir on map but its an exterior so it cant be marked

RefID: t_rga_setreach_i_tilewall_01
Cell: Karthwasten, Guild of Fighters
Coordinates: 5440 3840 15872
Notes: Weird lighting: Green walls

RefID: t_rga_setreach_i_tileside_01
Cell: Karthwasten, Vancor: Fine Colovian Smithing
Coordinates: 4032 4096 15616
Notes: Green Walls from lighting

RefID: t_nor_steel_greaves_01
Model: meshes\Sky\a\Sky_A_Nord_Steel_GR_G.nif
Notes: These greaves are stronger than Dwemer and classed as [Heavy], yet they only have a patch of armor on the lower thigh. The rest is fabric. Also maybe Nordic Steel armor should be rarer/more expensive given how its rated higher than Dwemer (Dwemer greaves: 20, Nordic Steel Greaves: 26 Value: 160).

RefID: t_sky_terrrockre_clifflrg_07a
Model: meshes\Sky\f\Sky_TerrCliff_L_04_G1.NIF
Notes: really low res cliff texture in hd data

RefID: t_nor_set_stonewall_04a
Cell: Karthwasten
Grid: -105 6
Coordinates: -854831 54495.1 1664
Model: meshes\Sky\x\Sky_Ex_Nord_WL_01_04.nif
Notes: rock wall caspering. Not sure if improperly placed or a problem with mesh. Seems to be a lot of dotted lines where the sky can be seen between segments of wall. Not just this one piece.

RefID: t_skycom_var_blfl2food
Cell: Karthwasten, Docks
Grid: -106 7
Coordinates: -862318 64864.3 412.045
Notes: This formation of barrels looks weird and impractical

RefID: sky_qre_kg1_spikeworm
Model: meshes\Sky\r\Sky_Spikeworm_01.nif
Script: Sky_qRe_KG1_mainsc
Notes: They tend to bunch up into the same spot so there are 2 or 3 in one point overlapping. Also the quest where you clear these from a mine, is excruciating because of how many of these worms there are.

Guards in Karthwasten won't arrest player.
If crime is commited they attack to kill. If they dont see crime they tell you to pay gold, but there is no clickable option and you can continue dialogue with them or exit without consequence.

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Texafornian
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Re: SHotN Oddities and Bugs

Post by Texafornian » Fri Feb 02, 2018 12:26 am

SHOTN Guard NPCs need to be given the "Guard" class instead of "T_Sky_Guard" and an alarm rating of 100. Otherwise, they won't arrest the player.

Edit: This probably means their custom dialogue can be deleted, too.
CharGen Revamped: Expanded Lands | Alternate starts in PC, SHOTN, TR, and Solstheim

urm
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Re: SHotN Oddities and Bugs

Post by urm » Wed Feb 07, 2018 4:56 pm

I might have found a problem with "The Reach, Criagach Saide Burial Grounds" in Sky_Main
can't reach the exit without using tcl, t_sky_cavcrc_i_exit_03 just completely covers it
I'm on OpenMW though, so maybe it's ok on vanilla

urm
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Re: SHotN Oddities and Bugs

Post by urm » Thu Feb 08, 2018 2:30 pm

Not sure if it's a good idea to report such minor things, but in "Karthwasten, Gilded-Shield Manor" PC fails to go up the stairs without jumping at (6275,2550,16734)

urm
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Re: SHotN Oddities and Bugs

Post by urm » Thu Feb 08, 2018 2:37 pm

t_orc_setnomad_i_tent_03 has no collision (ex: "Uramok Camp, Chief Urok gro-Mogo's Yurt"), likely an OpenMW compatibility problem though
Edit: seems like all the tents are affected

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Tristior
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Posts: 189
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Re: SHotN Oddities and Bugs

Post by Tristior » Fri Mar 09, 2018 7:48 am

Here are some errors I just noted around Dragonstar.

Nukra-Tikil tavern: door should be moved right and window deleted to match interior
https://imgur.com/5u1ogka

Tamisa, Clother: door should be moved right to match exterior
https://imgur.com/5g5MDEF

Arena: northern door teleports you under the stands instead of on top (I checked this one in the CS last night, but it's still happening)
https://imgur.com/N6O1U2G

DS Castle: z-fighting walls above stairs
https://imgur.com/ONJwMs5

DS Castle: unwanted doorway
https://imgur.com/a35cSc3

Ondel Varus' House: duplicate chair
https://imgur.com/mxDJNUN

Ondel Varus' House: tapestry/closet clipping
https://imgur.com/PlBgLaO

(those two are both on me :| )

Crown Palace: door is weirdly low
https://imgur.com/92MTtLD

Crown Palace: floating DS banner
https://imgur.com/VjaJ2wV

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Outlander
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Re: SHotN Oddities and Bugs

Post by Outlander » Wed Mar 14, 2018 11:19 pm

a little bug collection

Enchanter Eancor in Karthwasten doesn't have any money

Dragonstar West Merchant Captains Guildhall: visible seam above door
https://imgur.com/I8THDvd

Dragonstar West Great Bazaar: visible seam below door
https://imgur.com/Eho5iyc

Dragonstar West Geldwyr Manor: visible seam below door
https://imgur.com/cykgirG

Dragonstar city wall west of the Crown Palace is not passable without jumping at one of the towers (maybe add some stairs here)
https://imgur.com/rHIIOR3

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Texafornian
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Re: SHotN Oddities and Bugs

Post by Texafornian » Sat Mar 24, 2018 9:19 pm

EDIT: Fixes have been implemented in latest InDev file.

Exterior entrance to Vorngod Cavern is missing a in_lava_blacksquare
-107 9 (-874785 74124.1 2131.26)


The Reach, Criagach Saide Burial Grounds interior is missing a door to the exterior
Last edited by Texafornian on Sat Apr 07, 2018 4:52 pm, edited 3 times in total.
CharGen Revamped: Expanded Lands | Alternate starts in PC, SHOTN, TR, and Solstheim

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Iskuss1418
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Re: SHotN Oddities and Bugs

Post by Iskuss1418 » Sun Mar 25, 2018 10:42 pm

RefID: t_rga_setreach_i_tilewall_03
Cell: Karthwasten, Rianard: Alchemist Lab
Coordinates: 3519.58 3775.18 15680
Green wall from bad lighting

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