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The multiple mace issue might be an engine bug, but we would have to double check the inventories to be sure everything is setup correctly.
Yes, those should probably be ghostly remains and not ash piles.
Yes, those should probably be ghostly remains and not ash piles.
Ashpiles are what the game seems to revert to as default when there is no designated remains pile mesh to use. The fake Seeker daedra in Dragonborn DLC had a similar problem; the dev who set them up didn't realize that leaving a null value for the remains pile doesn't make it do nothing. They were fixed to have a "if ashpile != 0" conditional on it to prevent it from doing anything.
Is there an Ectoplasm scalping in the remains? If not, then it may be possible that they weren't meant to leave remains. The ghosts in Forelhost had ectoplasm scalpings but left ash piles before we fixed that.
Is there an Ectoplasm scalping in the remains? If not, then it may be possible that they weren't meant to leave remains. The ghosts in Forelhost had ectoplasm scalpings but left ash piles before we fixed that.
Well, maybe developers should have added Ectoplasm to every Spirit or Ghost that are in the game? But in the end they didn't, like many other things that they left "as is".
For example, why Spectral Hounds in Labyrinthian have Ectoplasm and Draugrs (By the way named just Draugrs, instead of Spectral Draugrs like they should imho.) in Labyrinthian don't have Ectoplasm. I mean those Draugrs that are blue and transparent.
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