Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component:
Category: Placed References
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By DayDreamer on Oct 11, 2012 9:07 am
Closed By Arthmoor on Oct 16, 2012 8:45 am
Resolution: Fixed

Issue #5438: Midden trap door in Hall of Countenance

 
Bug 207 changed the trap door to a regular door. But the placements makes no sense topologically. As we know from the door at the top of the stair, this is a shear cliff, so the new door opens out into thin air! To be correct, it would have to be under the stair leading down (facing the other direction).

Likewise, the direction of the Midden tunnel leads down to the large room, and then off to the right another tunnel leads up to the ladder on the other side of the College central courtyard. Again, the new door is facing the wrong direction for that topology.

The stone work is the Midden style, rather than the more polished gray of the Hall. That might be OK under the stair, but seems really incongruous visible from the hall.

Instead, I have written a simple patch to replace the door in the Midden with a ladder up to a trap door.

Comments

8 comment(s) [Closed]
DayDreamer said:
 
Works with USKP off. Probably needs to delete 1.2.1 door, but I figured Arthmoor won't have any trouble doing that by hand.

DayDreamer said:
 
Also, I only did a minimal move of a few NavMesh vertices in the Midden. But it looks like that hallway isn't very well done.

DayDreamer said:
 
Purely aesthetic update. Moved the HoC trapdoor under the stair, so that the opening direction and side pull are in the proper direction coming up the ladder. Left the Teleport Marker in the same place, as that now leaves plenty of room for followers.

DayDreamer said:
 
Trying to figure out how to make this perfectly non-conflict with USKP, and noticed that Arthmoor kept the same object ID for the trapdoor changed to a ratway door. Tried Edit Base, and that seems to change the base itself. I'm doing something wrong. Anybody listening here?

DayDreamer said:
 
While looking carefully at this patch, noticed that vanilla has small gaps at the right side of arch 00055D76 and wall 00055D75, because they artistically slanted the frame. Fixed by scaling the arch to 1.10.

After asking for help, learned that control F in the render window allow keeping the same ref. Done. Means no changes to NavMesh. (as mentioned earlier, looks to me like the NavMesh for the entire hallway needs work, but that's not needed for this minimalistic patch.)

Scaled the ladder and walls to 1.20 behind the now 1.10 arch. Used bigger 1.50 wooden pillars hiding wall transitions. Hopefully didn't miss anything.

Comments? Criticism?

DayDreamer said:
 
Forgot to mention, tested with USKP on. All works together.

Arthmoor said:
 
Fixed for USKP 1.2.3.

BTW, it's better to seek opinions on the forum, the bug tracker generally isn't the place for that :) In any case, good fix.

NightStar said:
 
Related <a class="bbc_url" href="http://www.afkmods.com/index.php?app=trac&amp;module=issues&amp;section=issues&amp;do=view&amp;id=207" title="">Bug #207</a> (fixed) and <a href="http://www.afkmods.com/index.php?/tracdown/issue/12961-the-midden-misc-issues/">Bug #12961</a>.

Showing Comments 1 - 8 of 8