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Issue Data
Status: New
Issue Type: Feature Request
Project: Cutting Room Floor
Component: 3.0.6
Category: Other
Assigned To: Arthmoor
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Arthmoor on Nov 29, 2014 5:03 pm
Last Edited By BlackPete on Oct 7, 2017 5:30 pm

Issue #18263: CRF - Vanilla. Tracker for reported cut content that's been missed.

 
Drop anything in here that hasn't already been covered. Note that not all of it will be accepted because it may not be complete enough!

The following has been considered already:

Windhelm Arena - The arena cut from Windhelm would require a great deal of work to complete, possibly even including 3D modeling to fix some portions of the scenery. There are also two other mod projects out there that aim to fully restore this. Only one is complete but I don't know how true to the original design it stayed. The other project may or may not still be in progress.

Boethiah's Bidding - There is enough information intact to resurrect this, but it's somewhat dicey because it involves killing a Jarl and the civil war.

The Whispering Door cut portions - There does not appear to be enough left of the cut portions of this to revive it.

Collecting the Edda - There is enough material, barely, to string something together, but the quest over all is just not interesting enough to do anything with. I'm pretty sure that whatever the plan was, enough of it is missing to make an attempt at restoring it too shallow to bother.

"Mourning" - Marked out as conditioned not to start. Probably for good reason. All it is is a bunch of quest aliases and no dialogue. Whatever it was, it's been gutted too much.

"Hauntings" - While it appears intact enough to put back, IMO it feels pretty lame and out of place and may have been cut for that reason

"Trick Shot" perk - A missing perk for the archery tree that gives a 25% chance to disarm. While it is functional as created, it will be a source of save bloating due to the fact that disarming separates the weapon from the NPC and then leaves it behind forever without cleaning it up. Since archery use is far more likely to be a regular thing for people who play as them, it's much more of a risk than the Disarm shout over time.

Comments

32 comment(s)
Arthmoor said:
 
<del>Clavicus Vile: http://www.uesp.net/wiki/Skyrim:Clavicus_Vile</del>


Not feasible - cut dialogue is tied to the quest entry which shuts down once completed.

BlackPete said:
 
http://en.uesp.net/wiki/Skyrim:Drahff#Notes

I'm not sure whether the above quest is something you've already looked at for CRF or if it's even feasible for restoration.

It appears as though Hewnon Black-Skeever and Drahff were originally going to be involved in a scheme to take over the Thieves Guild. The quest ID in the Creation Kit is DialogueRiftenRatway.

Dillonn241 said:
 
The third note on Sven's wiki page says the following:

Sven was supposed to have yet another dialogue option, "Do you know any old ballads about dragons?" However, the option never shows up, so Sven's response will never be heard in-game: "There's the one about Tiber Septim and the dragon Nafaalilargus. I never bothered to learn it. The Blades killed them all centuries ago. Nobody asks to hear that lay anymore."

I checked in the Creation Kit and the only reason this doesn't appear is because of a badly set up dialog branch. The voice files and everything are complete. This might even fall within the scope of the Unofficial Skyrim Patch because it was clearly meant to be visible.

Dillonn241 said:
 
Something I hadn't thought of with that dialogue is that it should be disabled in two different cases. Either when you tell Sven "I saw a dragon in Helgen" or when that piece of dialogue is disabled (stage 110 of Before the Storm).

Nico coiN said:
 
Lots of unused material :

- meshes\architecture\whiterun\wrstocks01.nif : A record points to this mesh, but it never appears ingame.

- meshes\architecture\whiterun\wrdoor03.nif : Whiterun double doors with a beautiful alternate metal ornament, maybe intended for a special room (jarl apartment ?). A record points to this mesh, but it's never used ingame.

- meshes\architecture\whiterun\wrdoorload03.nif : same mesh, but intended to enter a dedicated/separated cell.

- meshes\architecture\markarth\mrkdoor02.nif : Markarth double doors with a beautiful alternate texture, maybe intended for a special room (dwemer museum ?). A record points to this mesh, but it's never used ingame.

- meshes\architecture\markarth\mrkdockside01.nif : looks like a merging of several separate meshes present in the vanilla Markarth design, but there's a dwemer smelter or chimney here.

- meshes\architecture\windhelm\doors\whchdoorl.nif : door unused ingame, no associated record. The anim door works, the mesh looks ok except that there's no existing texture for the stone frame.

- meshes\architecture\windhelm\doors\whchdoorr.nif : same thing.

- meshes\Dungeons\Riften\ThievesGuild\RiftenRWThievesGuildDoor01.nif : functional sliding secret floor/door. A record points to this mesh, but it is unused ingame.

- meshes\dungeons\ship\shiplargekatariah01.nif : an alternate katariah design.

- meshes\dungeons\ship\shiplarge01anim01.nif : obviously, the anim is nice but doesn't allow to place other statics on it...

- meshes\dungeons\ship\shiplargeanim01.nif : same thing

- meshes\dungeons\ship\shiplongboatanim01.nif : same thing

- meshes\dungeons\nordic\doors\tempobliskgate01.nif : same thing

- meshes\dungeons\azurasstar\azurasstarshadertest01.nif, azurasstarshadertest02.nif, azurasstarshadertest03.nif : same thing

- meshes\dungeons\riften\tgroom\riftenrwtgroomroundcorecap01.nif, riftenrwtgroomroundcorewall01.nif, riftenrwtgroomroundcorewall02.nif, riftenrwtgroomroundcorewall03.nif, riftenrwtgroomrounddoor01.nif, riftenrwtgroomroundpillar01.nif : records using these meshes do exist, but they are unused ingame.

- meshes\dungeons\riften\ratwaybarrel\RiftenRWRoomBDoorC02.nif : same thing

- meshes\dungeons\riften\ratwayhall\riftenrwdoorjail01.nif and riftenrwdoorjailload01.nif : same thing

- meshes\dungeons\dwemer\animated\astrolabedweastrolabeexteriordome01 : same thing

- meshes\armor\knuckles\knuckles_0.nif, knuckles_1.nif, knuckles_go.nif : looks like a pair of thieves guild or falmer mittens, totally unimplemented ingame.

- meshes\critters\birds\smallbird01.nif : wrong UV map but anim functional. Record pointing on the mesh. Only 1 instance ingame (probably placed by error)

Eternity said:
 

Not feasible to restore due to missing audio. "Engineering" a proper sample would sound terrible.


It is possible that back then I didn't explain myself clearly. When I talked about "simple audio engineering", I was talking about joining the audio from "dbrecurring__00087b6d_1" to the common dialogue "Accept the money and kill the target (etc)" that you can find in any of the other targets audio like dbrecurring__000a030b_1. This took me less than 1 minute in Audacity.

ImAGUMMIBAR said:
 
Can the Transmogrify spell be implemented to the mod?
The spell seems to work properly all it's missing is a spell tome and a place to purchase/find it. The spell works differently from the Wabbajack spell, Transmogrify only turns people into chickens.

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