- Ancestor ghosts and dwarven specters have ash piles showing when still alive.
- Item/Furniture Positioning (post locations when found): NPCs get out of bed or chairs on the wrong side into walls. Open books on pedistals, shelves, etc. are often turned the wrong way.
For furniture, this is due missing animation/positioning information which does not exist in Morrowind. For other items, this is the same bug as finding lamps, torches, candles placed on their side instead of upright. The problem seems to be a bad NIF conversion causing switched XYZ ordering. The easiest fix would have been to modify the NIF file, but since there are already hundreds of references already repositioned based on the sideways NIF files, the best solution is to probably just to manually change each remaining reference when we find them.
- Please post location whenever you see these: Cliff racers getting stuck in many places. Some ladders in caves do not have collision polys, you'll fall through. Cave bandits and other cave dwellers fall through the wooden bridges and ladders down into the water. Dreughs often spawn half stuck in the sea bottom.
- When entering Tel Baranora Upper Tower (Falling items)
- Diseased Shalk have moving antennas when they die.
- Broken Normals for Huts typically found around the Bittercoast/Azura
- Inside Dwemer Ruins, killed npcs or paralyzed will fall through the floor in some spots.
- Multiple shipwrecks have bedrolls, you can use to sleep underwater.
- Purple objects: When the game engine can't load a texture file, it will paint those objects in a solid purple color. There are several different bugs that can cause purple objects. Here are different troubleshooting threads: Purple Seyda Neen houses.
Thanks for the new release! I was waiting for it!
The updated graphics look great. Went to Balmora and it felt fresh.
I launched a new game with v066 on a minimally modded setup and there seems to be already 2 problems.
1) There's a missing texture on the pillar of the boat at the start.
https://imgur.com/a/09CTYby
Edit: There are more missing textures on the 1st level of the starting boat
Edit2: It's only the rope texture that's missing. It is also missing when I edit the .esm with CS.
2) I have installed 01 Voiced Conversations, but I don't hear Jiub or the guard's audio at the start. Both audio play correctly on my v065 installation.
Edit: No Morrowind audio seem to play (Jiub's audio, the quiz audio, etc.)
I'll continue playing to see if there's other issues. The updated graphics look great.
Edit:
I found a 3rd issue, the cast on use equips don't seem to use any charge. Their charge stay full.
4th issue: The vanilla style map doesn't load. When I open the world map, I only see the icons floating over the screen. The image exist in the .bsa and I see it when I edit the .esm with CS, so I don't know what's happening here.See my next reply for the cause
The vanilla map wasn't showing because I have Vurt's Tree Replacers Addon for FastLOD. All .esp override the worldspace WrldMorrowind. It was made for v065 when the map texture was called vvardenfell.dds, but now it is called morrowindworld.dds, so the game can't find it.
Shikenshu wrote:
known issue, I'll update all plugins when reported^I made a simple .esp fix for meanwhile. I posted in the FastLOD thread (I meant to post it in Vurt's Tree Replacers Addon for FastLOD thread)
Impossible join imperial cult. You not possibly answer yes only no
Various NPCs greetings that included the name of the NPC now shows "I'mpush Button 6" instead of the name.
In the Wolverine Hall spiral staircase, there's a small gap between each staircase and floors with doors. It's just visual.
misteralter wrote:
New or Old save?DaggerfallTeam wrote:
Tried it on a new save and it happens.
When building the Bashed Patch with Wrye Bash, I twice get the following error message:
Morrowind_ob.esm: Unexpected subrecord: 'INGR.OBME'
Error loading 'INGR' record and/or subrecord: 010A0040
eid = u'0ingredUbreadU01'
subrecord = 'OBME'
subrecord size = 32
file pos = 4484018
Error in Morrowind_ob.esm
Not sure what this means and whether it is caused by a defective installation from my part. I did install the latest OBSE 22.5.
Frohwalt wrote:
Ahh that's odd, The bread model path was only changed to point to the vanilla bread model... OBME is Oblivions Magic Extender but that shouln't be associated with bread.. I'll look into this..All Above issues are being fixed at the time of this comment.
Edit: All sound issues fixed in first post
Edit 2: Check your Messages for updated Master Files
Might have a found a solution to the I'mpush Button 6 issue. Check my answer in the Using Player and NPC Names in Dialogue threadI have found the problem preventing joining the Imperial cult. With xEdit, I copied the node from v065 into an .esp and it fixes the problem.
https://i.imgur.com/Dz9R8t1.png
Shikenshu wrote:
Awesome! Imperial Cult is now fixed!-Inside Fargoth's House, Seyda Neen, the "hitbox" to activate the door to outside seems to associated to the bottom of the door instead of the whole door. It makes hard to activate.
-The collision mesh of some crates seem wrong and makes them look like they float. Some of these crates can be found in Addamasartus and on the streets of Caldera.
-There's a missing fireplace texture. One example can be found inside Suranne Leoriane's House, Caldera.
-The "push Button 6/7" problem seem to also affect guild dialogs when they refer to the rank of the player.
-Wrong texture on a metal plate model. One can be found inside Dreugh-Jigger's Rest, Gnaar Mok.
Shikenshu wrote:
-The Collision on that door is too big, known issue but not game breaking... I'll post a fix here and discord, just have to re-export the collision.
-All Crates and Sacks models don't have issues, It's the way the previous developers made it to account for Oblivion styled crates and sacks SIZES... Essentially all containers you see on screen are being re-sized by the engine down to 0.850 - in the first place THIS should of never of been an issue, IF the original containers were used. BTW stability and performance is increased when the engine isn't resizing 50+ crates at once on screen with every move...
The way to fix this is to use xedit on the masterfile and batch set 0.850 back to the default value and TRUE size/scale of the model itself.
Anyone converting mods, This won't be an issue AT ALL..... The crates and sacks are actually placed as they normally would be in OG Morrowind.....
-Missing Fireplace Texture, I thought I caught em all. lol I'll also do this fix with the door collision
-The Push Button issue, Yeaaaa uhh I did most of that damage.. They're suppose to say the player name, it was working but it's touchy... I did use this tutorial this is something that'll have to be fixed if quests are ever touched up.
-Another wrong texture, atleast it's just 1 plate :P
The Push button issue is really weird. It looks like their's a missing script, or a script is not running at the right timing vs what was present in v065. I tried to look for that script, but I haven't found anything in xEdit. I looked at the 2 functions mentioned in the tutorial, but both functions seem to work the same in v065 and v066.
Shikenshu wrote:
Agreed, something is weird.... I don't even know which scripts either cause it seems to work once then doesn't.. The only person who would know more is qwerty but you know :(I tried googling the global variables used, but there's isn't much info. The only thing somewhat useful I found is on the GECK wiki. It's mentioned that sUActnQuick1/2 are used to tell the player of a button press required. I think this is why the variables sMouseButton6/7 are those altered by the NPC Activator script. The script tells the game that button 6/7 is called Player's name/NPC's name, then the game displays that button name, now the Player's name/NPC's name. Then, it seems mwMorroDefaultQuest restore button 7 name to what is should be "push Button 7". However, mwMorroDefaultQuest doesn't restore button 6 name (not in v065 either).
My guess is that some script, either in Morroblivion or in the base game, now runs between the NPC Activator script and the moment the text is shown. That script restores the proper values, not showing the names.
The main culprit could be mwMorroDefaultQuest priority being changed in v066, now running after NPC Activator script, but the fact this script doesn't touch button 6 makes me doubt it's the one in the wrong. I'll test and see if mwMorroDefaultQuest is in the wrong.I tried putting the restore code block in comment and the problem is still there. It doesn't seem to be mwMorroDefaultQuest.Forgot xEdit doesn't recompile scripts, I'll have to retry multiple things lolIn the tutorial thread, there's also a Tiawar mentioned. Don't know who they are or if they are still active to help us.
Aw yeah! Wasn't an easy one but I found the fix! In mwMainMenuScript, the line SetEventHandler "PostLoadGame" mwPostLoadGameHandler is missing inside the if (GetGameRestarted) after the line SetEventHandler "QQQ" mwCinematicRestoreHandler. You can compare it to v065's.
This fixes the name in greeting issue, I'll have to check if it also fixes the rank issue. But that's a good start. While editing scripts, I'd also recommend to add back the following lines at the start of script fbmwICAdvancementQuestScript as it was in v065:
BEGIN GameMode
if (fQuestDelayTime != 0.5)
set fQuestDelayTime to 0.5
endif
if PlayerInMorrowind == 0
return ;there really is no need to run this in Cyrodiil
endif
If Player.GetInFaction 0ImperialSCult == 0
return
endif
There's a missing stair step texture. Example can be found in Ashanammu
The guild rank in advancement dialogue doesn't work. It says "(Player's name), you have been promoted to (player's name)." You could try to use sMouseButton6 to store and show the rank since sMouseButton7 is used for the player's name.
There's a missing texture on the dwemer pipe static objects. Example around Arkngthunch-Sturdumz exterior
Redownload the installer + Resources it contains reported fixes
The Ald'Ruhn Manor District exterior (the emperor crab shell) doesn't appear, leaving only a floating door. This doesn't happen when the Base Tree Replacer.esp is activated.
I'll be adding any bug patches to Dagger Galore Patch, So it's much easier for everyone to access!
I reverted both mwMainMenu and ICAdvancement scripts back to v065, and fixed the invisible Ald'Ruhn District and a few other invisible buildings.
Edit: Fixed ICAdvacement again, finally fixing repeating donations and unable to advance past it. I pushed this update and it's now live as of 1/16/2022
The ghostfence has the Yellow Missing Mesh SymbolI'm investigating what is causing it on my side.Shikenshu wrote:
I checked on mine and it's there^I'm using the same BSA archives
DaggerfallTeam wrote:
It's happening when I'm using the base tree replacer.
Hello everyone and thank you for all your work.
I had a strange bug on the two games I've done so far. After fulfilling the third trial and reporting to the Urshilaku's wise woman and then starting the fourth trial, I had a quest message saying as I am the last Telvanni councilor I declared myself Telvanni Hortator as if I had killed all the councilors.
The problem is : I'm not a Telvanni councilor, (Actually I'm Redoran Archmaster) and I didn't kill any telvanni councilor ! I didn't even have any interaction with them !
Another problem I got was the Lord's Mail quest for the Imperial Legion who didn't want to start. Varus Vantinius just gave me his greeting speech and never gave me the key to the armor shrine. I had to force the quest with the console until the part where I had to search Chrysamere then the quest was ok until its end.
For the mods I use, apart for Morroblivion I only use a mod to accelerate the skill progress.
Hi everyone. Thank you for building this mod for years to re-appreciate oblivion-style morrowind. I have personally played and loved both titles many times, so I note with emotion that your work is fantastic. I installed Morroblivion v066 on January 24th. It works well, despite having a lot of mods installed. I followed all the guides I found on this site. I tried to install the mods on oblivion so that they bring oblivion in tamriel (I use all TWMP but not TWMP morroblivion). I was able to get TamrielRebuilt to work for morroblivion as well. But TWMP in full, it is alas a bare mass of land, and that's what I find by visiting it where TR should be, As you know TWMP does not recognize the territory of TR mainland or preview, in case we had installed them all together. TWMP has always been its barren land. For the movements I solve with the mod portal spell. Finally then I have TWMP and with the portal spell I have Morroblivion + TR. I do not use the morroblivion TWMP (with it I would have only one map and I would not use the portalspell). I don't use it because it's also not playable with TamrielRebuilt, and I haven't found any patches to that.
I'm here to report 2 bugs, which I can't find on the site.
1) The appearance of about twenty vvanderfell NPCs in Cyrodiil. (could be more)
2) I see many pieces in pink metal, for example in the seyda neen boat. This, perhaps, brings back the bug situation seyda neen boat. This, perhaps, brings back the bug situation
"missing texture on the pillar of the boat at the start"
instead later corrected, as mentioned at the beginning of this post.
And, above all, in all the cities of TR installed in Morroblivion, there are dozens and dozens of pink objects. I think it's a old texture problem caused by TR or Morroblivion? Perhaps this is due, as specified on the TR page, that TR is incomplete. I ask you if this is normal for now.Morroblivion, there are dozens and dozens of pink objects. I think it's a old texture problem caused by TR or Morroblivion? Perhaps this is due, as specified on the TR page, that TR is incomplete. I ask you if this is normal for now.
I choose to deepen point 1).
I have read about other small cases of NPC appearing in Cyrodiil. (https://morroblivion.com/oblivion/morroblivion-problems/1847...)
I started the game in vanilla oblivion and did a few missions. Then I installed some mods, including TWMP, Morroblivion, TR. It all seemed to work, as I have described to you earlier.
I haven't played any Morroblivion missions. I just carried out the initial mission, from the boat to the registration office, stopping just before going to Caius Cosades' house. After that, I continued the half-finished missions I had done before the mods, going around Cyrodiil.
So I was just out of the main bridge of the imperial isle, I go to the left and I find the ruin of Fanacasecul, and then I go south on a little wooden bridge. Below it, scattered around the surroundings, are 5 Ald'ruhn NPCs, including Louis Beauchamp. Going forward on the road I meet 3 other NPCs from Fort BuckMoth, 2 yes they are imperial guards. I'm going west for wandering around, and later I stop in the woods, in a position precisely northeast of "shadeleaf copse", and so the northeast of skingrad. I see 2 others NPCs, one of them is Valveli Arelas, a female shipmaster, normally located in Gnaar Mok, who can take me to Hla Oad and Khuul. Actually, for my bug mistakenly the map was running at the same time in the north of Skingrad and in the west coast of Vvardenfell, as before, the north of Fanacasecul also corresponded to Ald'ruhn. The distances are perfectly overlapping. I undertake the the journey of Valveli Arelas.
From Cyrodiil I arrive smoothly in Vvanderfell, and correctly in Hla Oad. (Note, without the portal spell I usually use). And I see that on the boat upon my arrival, there is no ferryman to travel, because the one from Hla Oad must also be only located in Cyrodiil. I go to Fort BuckMoth and Ald'ruhn and find none of the NPCs I had just met in Cyrodiil. There are many correct NPCs in Ald'ruhn, but in front of the entrance of the Ald'ruhn Wizard Guild, there is no Louis Beauchamp! He is also part of a quest in Solstheim, as you know.
When (this time with the portal spell) I return to Cyrodiil, to the road I told you about, Louis Beauchamp continues to be located south of Fanacasecul, near that little suspension bridge, together with 4 other NPCs nearby, belonging to the square of Ald'ruhn.
Most of Vvanderfell's NPCs are correctly in place in Morroblivion. However, there are some erroneous NPCs who don't have clones in Vvanderfell, and are "just" in Cyrodiil. I can't understand why they don't exist in their place. The map instructions, only for these few NPC cases, are reversed.
The displaced NPCs, which I noticed as a bug, belonged to Morrowind's external cells, for example belonged to the external cities of Vvanderfell.
I would like, as well as being help if it is possible, to know if someone who has installed (even temporarily) all this has encountered these oddities.
In order to establish incompatibility, perhaps between Morroblivion and TWMP and TR, or resolve it.
Maybe some errors in the maps used? I use the Dynamic Map, and the "Tamrielheight map retex b" version. And then I also use the "Morroblivion - Tamriel Rebuilt - HD Heightmap", which replaces the "TRWorldMapInkPen", which I keep installed but not enabled as esp. If I also enable the Morroblivion map (VVardenfell island only) but it doesn't change anything, then I disable it. Since I also have TWMP and TR.
In short, with the maps nothing has changed in relation to the problem of "displaced NPCs", on the contrary I risk only crashing by disabling them.
I believe they are not caused by errors in the installed mods, in their installation order or loading order. At least I believe they are not caused by my mistakes.
My load order is first Morroblivion, then TR, then all TWMP, without TWMPmorroblivion. I can post it in full.
On request I can post pictures or the list of mods in Wrye Bash. I hope you answer me for both the pink items and the displaced NPCs.
Thanks so much for reading and your help !!!
v0.66 and Dagger Galore Patch is installed, but I see some missing meshes:
-Cyrodilic Brandy (first one in Arrilles Tradehouse)
-Flawless gems
-Something with the title "Evidence" if I open the console, an item that I have seen in Bruma as well.
Playing new game (not any old saves) with the Steamversion. BSA timestamps have been reset. I installed the latest Resources Pack twice already.
But I seem to be the only one with that? So it's propably an issue with my setup..
€: I found a mod related problem with one of the older housing mods which I have deactivated now. This post can be ignored.
Disregard this as well, I am a Morroblivion greenhorn.
v66
Still a metal plate with missing texture found in several places.
The boss Gurun seems to have insane amounts of health, even after hitting him for 5 minutes he has no visible dent in this health, the skeletons that help him go down in two hits so this is strange.
The Ebonheart Six fishes has missing floor textures in the cellar.
The npc Bedraflod seems to have every possible dialogue topic which is very odd.
i got an journal entry, a single one that completed itself it seems strange since i only got information and didnt find the item.
the quest title is Maelkashishi Propylon Index and the entry is "Crazy-Legs Arantamo told about a "propylon index" -- a key needed to use transportation decives called "propylons" in Dunmer strongholds. He also told me that someone who had one of these index things went to a daedric shrine called mealkashishi and never came back."
What cell did you see the plates in?
Here's the Ebonheart Six Fishes fix
tsuna wrote:
The metal plates have turned up in several places and ill note it down the next time.
I didnt originally plan on reporting bugs.
Additionally the straw hut has textures with broken alphas. You can see it well in Hla Oad.
there are also plenty instaces of beds which markers to exit on the wrong side, causing npcs to go thorugh the wall and fall. (ill note this down again when i revisit it)
tsuna wrote:
The straw hut bug is known! There also some normal map issues during fog/rain in some places.
DaggerfallTeam wrote:
alpha testing is tricky.
btw i can report everything i find if u want, but i can also provide some fixes in situations where its just xedit stuff or otherwise smaller stuff.
Just let me know what you prefer. I am doing a full playthrough.
the fix you send works but there is still a missing wall texture there on the wall exactly opposite of the stairs entrance to the cellar.
tsuna wrote:
The more bug reports the better! Highly appreciated!I'm putting together a resource update, it'll address any reports you make for models on top of more visual improvements
The top dome on marandus very obviously floats a bunch over the floor.
found one of the metal plates, its in Punabi (01860965)
the lute is missing collision and falls straight through the floor, the fat lute seems fine howerver.
The metal plate 0miscUcomUmetalUplateU07 was fixed in the last resource update back in January.
>~< The famous purple plate bug
I'll update the first post too reflect reported bugs!
It feels like the plate sometimes loads sometimes doesnt, maybe the nif is corrupt or otherwise damaged.
Could be solved by recreating or otherwise sorting it. If it bothers me enough ill look at it.
what are the types of bugs you dont fix/care about atm?
does floating stuff or other random things count for you?
tsuna wrote:
I care about any bug/issue.. Floating Objects, missing textures and quest bugs etc etcso you'll fix the floating dome thing?
you might wanna look at the tileset used in most places, like balmora interiors, things freqently fall thorugh the floor, specifically the slanted floors, but the most frequent one is npc corpses falling though walls, again specifically the ones on the upwards slanted paths. it possible the collision is to thin or otherwise unusual.
in calera many of the interior doors have misplaced activation zones.
i got one of those plates in my inventory now and will keep an eye on it.
can you explain me the situation with creates and barrels being too big? there are too many issues with crates to even list.
inside Deserted Shipwreck, Upper Level is a plane that acts as a door and is named WeatherInside 3DI, i think its id is 01864572. (The door leads nowhere and isnt functional, the actual door of the cells is next to it)
A glass lantern is floating sideways in Gnaar Mok, Caryarel's Shack.
the normals or normal texture is inverted or broken on most shack doors, mine doors, interior mine doors.
there is black sports on mine entrances and other weirdness, probably vertex color issues.
most lanterns with glass have broken normals causing messed up reflections on the glass.
floating lantern 01875688 in Abernanit, floating barrel 01816af3 Abernanit, barrel in the floor 01816af4
wooden imperial doors got a quite badly made texture for example Ebonheart Great Council door. (i can make you fixed or new texture)
you can not advance in the imperial cult as they do not recognize you as having joined in the advancement dialogue.
several water filled sunken ships have bedrolls in them that you can use to sleep underwater and thats probably not intended.
when endering the desolate shipwreck cabin every item in it starts falling and clipping thorugh and into the floor, and respawning, lots of noise from collision, unsure whats going on.
every dreugh seems to spawn half their body height lower than they should, so almost all of them spawn inside the floor unable to move.
texture and normals on all gold stacks seems to be broken. mainly the sides and the strange bulbous appearance due to missing normals. (not normal maps)
the npc hirnir spawns inside a wall so he cant get out.
the netch leather cuiraiss has some issues with body proportions, every npc wearing it looks absolutely ridiclous.
floating urn 018623226 at Yakanlit, the slave key is under the paper instead of on top so you cant see it 0186233
floating urn 018606b01 Ashirbadon, clipping carpet 01849f7c
the audio of wall mounted torches reaches very far so you often hear the sound playing multiple times from multiple torches which is a bit of a mess, decreasing volume and reach might help. see Marvani ancestral tomb.
the decaying corpse, flies, sound seems to be broken, the audio just seems distorted and glitchy.
arys ancestreal tomb, misplaces urns (either clip or float) 01828be1 01828be2 01828be0 01828bd6 01828bd5 01828bb3 01828bb1 01828bb0
boat sail 01872ec4, it doesnt react to light and seems to glow, probably nif shader stuff.
when entering Tel Baranora Upper Tower (there may be two with this name) a bunch of items immediatly fall through the floor then ceiling and keep repeating that several times. 0182ed4f 0182ed51 0182ed50 0182ed52
the npc Therana mistakingly addresses the Player as vampire.
tsuna wrote:
Download the Beta Files in the First Post, They're safe for current saves.
so you'll fix the floating dome thing? Yes
I've been checking out multiple assets for similar issues, All in All don't drop things in some interiors may or may not fall through
Being Looked At
in calera many of the interior doors have misplaced activation zones.
------------------------------------
can you explain me the situation with creates and barrels being too big? there are too many issues with crates to even list. Note: This was fixed in the last Master Installer + Dagger Galore update, BUT I also fixed some oddities that you reported here.
Fixed in Dagger Galore 66.2 you can not advance in the imperial cult as they do not recognize you as having joined in the advancement dialogue. Crates and Sacks and Barrel size variations
Not a Bug
Fixed in Internal Build
BUGS
I will report every barrel and box now.
0180de11 barrel, balmora, guild of mages.
0180ddd2 carpet, balmora, fighters guild, missing alpha channel.
0180ddcc door, almost everywhere this appear it has lighting issues, possibly normals or vertex colors again.
daedric face of god, gap with the neck, helmet is just floating over it.
the tileset for ancestral tombs and cantons has a texture stretch at about shoulder height on almost all pices.
0184001d wooden door, molag mar, its a bit too much inside the doorframe so selecting it is difficult.
the new map while very pretty is unfortunatly misalined almost everywhere.
icon readability on the new map isnt that good but could be solved. (maybe desaturate the map some)
btw, if there is anything u could need help with, i am more than willing to fix some meshes and other things.
waterfalls like 0186c0cb malog bar, ignore lighting so they seem to be glowing.
npc Frik stil don't recognize you as being in the Imperial Cult, but others do.
was wondering tho, shouldnt the WeatherInside 3DI be in a spot where the player cant directly hover their mouse over it?
also that Maelkashishi Propylon Index quest i mentioned once before, anything turn up on that? I cant find any quest relating to this item on the morrowind wiki so it seems pretty weird. Id assume its part of the master index quest but that doesnt seem to be the case.
what exactly is so different between collision meshes in morrowind compared to oblivion, that causes them to fail so much more?
- The skeleton of Linus Iulus near Mount Kand is missing.
- Manwe attacks me on the first sight
Next update
the new map while very pretty is unfortunatly misalined almost everywhere. A: How so?
icon readability on the new map isnt that good but could be solved. (maybe desaturate the map some) A: The map is the same colors as the default oblivion map and readibility is great..
what exactly is so different between collision meshes in morrowind compared to oblivion, that causes them to fail so much more? A: The collisions on most models are still unoptimized.
The map looks like this for me, every icon is misalligned by a bunch, i marked a bunch of em.
https://drive.google.com/file/d/1gaVe1hI3TdWDlXAxgLnoyD6i253...
As for the readability. the default map is paper not colored, the icons can be rough to find cuz this color map has strong colors and high contrast details. maybe ask more people about it. dont get me wrong, i like the map, it just isnt as functional i suppose.
when i found the weather plane it was in a player accessible spot, thats why i mentioned it.
and news on that weird quest entry?
Ahh the Better Map found in core! That's a pre v66 bug, I won't be fixing that particular map issue. I only support the default map.
The weather planes all need to be moved slightly away from certain doors, I've noticed previous developers have done it. Also nothing on the quest issues as of yet, been too occupied with all the textures.
Please checkout core files, I created it specifically for Mesh and Texture updates. The latest does make a HUGE change and is best for reporting texture bugs with. "Hundreds of textures have been redirected and removed"
ill be installing the core as you said then the beta again.
that map showed up when updating with the beta you posted, ill check if that happens again.
the fly sound oblivion has sounds very similar to the broken one, just well not broken, maybe could switch that.
01816b14 wooden beams Abernanit, seems to have normals issues (flipped?) causing very strange wrong lighting.
Deseased Shalk, their attenas move even when dead.
01816a51 abernanit floating barrel, and another 01816af4
glass lantern 0184ff95 abernanit its round but the normals are flat so it doesnt look round.
arenim manor 01852ef6 urn floats, urn clips floor 01852ef5
west gash, 0185f5af, you better just look at this. either wrong collission or items spawning wrong height.
https://drive.google.com/file/d/1Yhd_hRIFwIZ48TmeTejWiw4U1U6...
Neglected Shipwreck Cabin, everything falls on enter.
Is the internal build the one on nexus? because shack doors still got normal/normalmap issues.
using the core update i get several missing textures in ahurnabibi 01868a25 and 01868a56
floating candleholders in ashurnabibi 01868a61 and 01868a62
Hla Oad, Fatleg's Drop off, Clipping Objects, 01859d11, 0181d01c
Hla Oad, Fatleg's Drop off, Floating Objects, 0181cfbe, 0181cfbb
Hla Oad, Fadila Balvel's House, Floating Objects, 0181d116, 0181d117
Hla Oad, Relien Rine's House, Floating Objects, 0181d06c, 0181d081
Heran Ancestral Tomb, Clipping Objects, 0185cb8e, 0185cb8f, 0185cn91, 0185cb94, 0185cb93
Tharys Ancestral Tomb, Clipping Objects, 0185b92c, 0185b928, 0185b92b, 0185b92a, 0185b929
Fort Moonmoth, Floating Objects, 0184f0f6, 0184f103, 0184f0fb, 0184f100, 0184f102, 0184f101
Fort Moonmoth Interior, the chairs have issues with normals/normal map and the cushion on them have a wrong/misaligned texture see 0185650c
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