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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Locations
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Arthmoor on Aug 9, 2012 2:55 am
Last Edited By Arthmoor on Mar 23, 2021 6:25 pm
Closed By Arthmoor on Dec 30, 2012 7:14 pm
Resolution: Fixed

Issue #1118: Redbelly Mine has wrong mist & ore

 
According to multiple lines of dialog, Redbelly Mine is an Iron Mine where you can’t see more than 10ft in front of you due to the thick reddish mist. However:

1) All veins in the mine is Ebony instead of Iron (000ed110, 000ed10b, 000ed10d)
2) The ore found next to the smelter is Ebony instead of Iron (0010b13c, 0010b13d, 0010b13e)
3) There is hardly any mist in the mine
4) The mist is white instead of reddish

[Edited to add a link to a more detailed breakdown of this issue: https://www.afkmods.com/index.php?/topic/5715-frequently-raised-issues-about-the-patch/&do=findComment&comment=177637 ]

Comments

56 comment(s) [Closed]
DayDreamer said:
 
I've futzed with this for a few more hours -- this is back to 199, but with a non-default far fog (less red, more hue), and a shortened perspective. Thus, you cannot see the densest red, because you can no longer see that far. This accords with dialogue about not being able to see 10 feet. (I tried 10 feet, but that would be really hard to play.)

DayDreamer said:
 
Changed the mist (and 1 ambient light) to fog01. Used deep reddish internal, which supposedly is mixing with the orange lights to make a rusty color. Some of the lighting was already orange flickering Cidna mine color, changed them all to match.

But not really able to match dialogue description, because the closer you get to the fog, it disappears. So, it never really blocks vision much.

DayDreamer said:
 
(In reply to comment #30)
> 3 chunks of ore won't make much difference in the end.
>
Forgot to reply to this. Actually, 3 loose chunks respawn every 10 days. 1 ore vein (3 ore) respawns every 30 days. So 3 loose chunks are worth 3 veins.

Yeah, a really BIG difference in the end!

DayDreamer said:
 
Ping? I've been checking every few hours. Do you like it?

Arthmoor said:
 
Going to close this one out as fixing it would unnecessarily deprive the game of a source of ebony and the rest of this stuff could just as easily have changed after the spiders got there.

sialivi said:
 
I strongly disagree with closing this. Every piece of information says this should be an iron mine. Convinience for access to ebony is not a good reason to dismiss it, that's essentially an exploit.

DayDreamer said:
 
Giving up waiting for today. This is the same lighting fixe with the vanilla gray room near/far fog. If you don't like attachment 204, use this. If you don't like this, go ahead and issue 1.2.6 beta without it....

sialivi said:
 
The alternative would be to alter multiple lines of dialogue, and it's unlikely that all the splices would turn out seamless.

(In reply to comment #6)
> and the rest of this stuff could just as easily
> have changed after the spiders got there.

By the rest you mean the mist? If it was red dust from the mining (which isn't supported by the available information) it would make sense that the dust cloud would dissipate with the interruption of the mining, but I don't see how mining would cause -mist-. Unless tamriel spiders are known for installing ventilation, the dust would then return when operation resumed.

Arthmoor said:
 
There's no good alternative either way, because one option means splicing audio. The other option means altering the entire mine to provide iron, get rid of the bodies that aren't supposed to be there, and concoct some sort of red mist effect. Plus editing part of the village exterior to replace the loose ore there too.

Both options are highly intrusive, though I have to think the audio splicing would actually be less of an issue in the long run.

sialivi said:
 
There are only 3 veins, 3 ingots and 2 bodies. 3 simple search/replaces. The only part that actually involves any kind of work is the mist.

sialivi said:
 
2 search/replace, 2 disablings, obviously

sialivi said:
 
A quick test giving mist a red internal light (there are probably better ways to color it), http://dl.dropbox.com/u/41720073/skyrim/red.jpg

sialivi said:
 
I don't think replacing the audio will be an option.

There are 3 different people talking about iron at Shors Stone, with 3 different voices. "Ebony" is such an uncommon word that it's going to be hard to find even a single line with it for each of the 3 voices not to mention finding one with a suitable intonation.

Arthmoor said:
 
Not really happy with either solution, but I suppose you're right.

That being the case, that mist effect you've got going there. If that could be made a bit thicker, so that it feels more like what's described (can't see X in front of your face) and maybe a bit of a rusty colored look to it.

DayDreamer said:
 
[edit conflict] I'm with sialivi in this one. The developers screwed up.

According to UESP, even printed literature says this is an iron mine. http://www.uesp.net/wiki/Skyrim:Redbelly_Mine#Notes

The local radiant quest requires an iron ore. http://www.uesp.net/wiki/Skyrim:Mine_Ore

Making the mist red should be a no brainer. Leave the corpses. Such minor dialog has been known to be wrong. It's the respawning spiders that were the problem, already fixed.

But Arthmoor is correct, there is too little ebony. http://www.uesp.net/wiki/Skyrim:Ebony_Ore

For game balance, make some other place Ebony. There are lots of places to choose from. How about nearby http://www.uesp.net/wiki/Skyrim:Northwind_Mine with exactly 3 veins?

DayDreamer said:
 
Probably need to add 3 ebony ore to the knapsack in Northwind to substitute for the 3 ebony->iron at the Redbelly smelter.

Arthmoor said:
 
Not liking the mist thing this way. I'm thinking it needs an image space or something, but I have no idea how to do those. Cell fog wouldn't be the way to go either.

As far as the ore, it really isn't that big of a deal. The 3 chunks won't respawn any faster than the ore veins themselves. They're all on 30 day timers because Northwind Mine is a clearable location and the part by the word wall is a dragon's lair.

Arthmoor said:
 
That's a pretty critical shortage of ebony, but changing another location into an ebony mine for game balance reasons goes beyond the scope of the project.

As it is, this isn't going to go over well at all with very many people fixing Red Belly either.

DayDreamer said:
 
[another edit conflict] Or just move the 3 ebony ore to the smelter over (not very) near Northwind, close to the word wall. I'll do that. And I'll swap mines.

I assume sialivi's doing the mist.

Arthmoor could do the corpses? They should be there during the spider kill, but be gone the next time you enter after clearing.

I disagree about the balance being beyond the scope. We make a change here to match the existing dialog. It's fairly reasonable assumption that developers made the iron->ebony "mistake" to increase the ebony, not realizing that other developers had so much invested in iron at this particular mine.

sialivi said:
 
Actually, I'm not doing mist. That was just a quick test.

The corpses really ought to be removed since according to the dialogue no one has been hurt.

sialivi said:
 
How is the really thick mist at MQ304AlduinHideInMistSouthMarker done?

DayDreamer said:
 
Moves the ebony ore chunks from top of one small crate to another, near respective smelters. Kept objectid, so completely compatible with any mods.

DayDreamer said:
 
Simply swaps the 3 ore veins, making RedBelly an iron mine, and NorthWind an ebony mine. Again preserved all objectids.

DayDreamer said:
 
And now, off to shovel snow and celebrate holiday. Peace be upon you.

DayDreamer said:
 
(In reply to comment #20)
> How is the really thick mist at MQ304AlduinHideInMistSouthMarker done?

MQSovngardeFog

There's even a SovngardeFogTest area.

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