Issue Data
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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. |
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.
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.
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.
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.
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?
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.
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?
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?
Forgot to mention, tested with USKP on. All works together.
Related <a class="bbc_url" href="http://www.afkmods.com/index.php?app=trac&module=issues&section=issues&do=view&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>.
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