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skodarap
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Too high first step of stairways

Hi,

I've only started playing Morroblivion (with a new character (redguard - so I guess he's about average height), don't know if that matters). I downloaded it yesterday evening (around midnight CET - GMT+1) so I reckon I got the latest version, think it's v055.

Anyway, I didn't spend much time in Seyda Neen and haven't noticed any issues there but after my first visit to Balmora I've noticed that on some (well, about the half of all I've tested) stairways  first step is too high to get on it by walking or running. Here's the list of the houses I that have this issue:

  • Bookseller, entrace
  • Hlaalu Manor, lower entrance
  • Fine Clothier, entrance
  • Dura gra-Bol's house, entrance
  • East Guard Tower
  • Yorar Helas' House, entrance (but only left part of the first step)
  • Austius Hanotepelus' House, both entrance and stairs to the 2nd floor
  • South Bridge, both sides
  • Council Club, entrance (only right part of the first step)
  • Stairs from the river to the Council Club entrance, only the first step at the riverside
  • Silt Strider, both ground stairways (I think I forgot to test the upper stairs)
  • Tsiya's house, entrance
  • Karlirali's House, entrance and stairs leading to 2nd floor

These are only exteriors, since I think the ground is level in interiors so there shouldn't be any problems with that.

Also, I've noticed that Ra'viir's shop and Razor Hole are locked all the time (both doors - as far as I remember only 2nd floor entrances were locked).

I apologize for any misspelings of the names.

Will let you know if I find anything else,

Cheers!

-Skoda

Edited by: morroblivion-admin on 01/27/2014 - 18:09
thermador
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#1

Yeah that is a problem I've noticed a lot.  Thanks for the bug report and the list, it should have been on here long ago.

Marking this critical because it causes a lot of problems with AI and pathfinding, as well as just annoying the player.

What we need someone to do is just add a step at the bottom - ideally a flat piece of stone that matches the original steps.

For some of them, the terrain height will have to be adjusted instead, such as the curved stairs in Ald Ruhn.  All of this can be done in the construction set.  I have tried it however, but I am not good enough at manipulating objects, finding the right objects, and adjusting terrain to create anything that looks good.

skodarap
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#2

I had no idea this might end up being a critical bug. I'll try to make a complete list for all the cities.

thermador
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#3

It wasn't always a critical bug, but the more we add AI to the mod, the worse it gets.  Look what happens to the guards in Balmore for example.

skodarap
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#4

Yeah...while we're at it, I noticed one of the Balmora guards sleeping on a bedroll near silt strider - bug or a temoporary solution? Also, I had a quest "The Beauty and the Bandit" started when I talked to Emusette Bracques in Tel Arhun, NPC that's one of the reward givers in that quest.

Anyway, I went trough most of the cities, towns and forts except Pelagiad, Seyda Neen, Moonmoth Legion Fort and Wolverine Hall and here's the list (oddly, Balmora is/was the biggest problem - so far at least):

  • Ald'Ruhn - all 3 stairways in the city
  • Gnisis - platform leading to silt strider
  • Gnaar Mok - southern boardwalk to the docks (right if you're looking from land to the sea), Arenim manor entrance
  • Suran - silt strider upper stairway, stairway between Verara Rendo: Clothier and Ralis Oril: Trader upper first step of bottom stairway (stairway is in two parts) when going down
  • Tel Branora - Manos Varyn's House, Evos Goran's House
  • Sadrith Mora - Gateway Inn both exterior dockside stairways, Fara's Hole in the Wall, Milara Vedran's House, Utiso Faryon: Sorcerer, Therval Serethi: Healer
  • Tel Mora - Elegen: Clothier, Kirsty's House, Nora's House, Radras: Smith, first stone on the 1st stone bridge and 2nd stone of the 2nd bridge leading to the ground level entrance of the tower
  • Tel Arhun - Bildren Areleth: Apotecary, Aryne Telim: Smith
  • Dagon Fel - Mette's House
  • Balmora (addition to the original post): silt strider upper stairs, west guard tower

I'll check rest of the towns tomorrow and will post here if I (don't) find anything.

gidz89
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#5

Might look at this when i have the time, luckily it's very easy to do in the construction set and will finally end that annoyance haha, thanks for the list :)

skodarap
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#6

Yeah, I noticed it's easy, most of them were like 5 minute jobs (testing included). Anyway, only real problems are guardtowers (all three of them) and silt strider upper stairway, which might be impossible to do without adding new objects or redoing the models.

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#7

Mmmm.... yea true some care would be needed on those.

thermador
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#8

I'm working on fixing this issue; should have it done tomorrow.

thermador
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#9

I've got this fixed.  I went through Balmora, Suran, Ald'Ruhn and a lot of other settlements.  I updated the grass and landscape plugin with a lot of small heightmap adjustments near the doors to various buildings.  Balmora was the worst.  I also trimmed the grass in Suran and Vos.

Unfortunately, for the Balmora/Suran guard towers (Hlaalu architecture) the stairs are just a little too big for Oblivion characters.  So I made a second plugin that simply doubles the number of steps on each stairway for the five Hlaalu guard towers present in the game.  Not ideal, but it looks pretty natural, since I used Hlaalu architecture to add the steps.

 

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#10

Here are the files plus a screenshot of the stair steps.

mrhello
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#11

Yay, this was such a anti-immersion issue. It was just plain painfull to watch, when the NPC's are "bugging" infront of the steps.

Thanks Thermador! The fix sounds very time consuming.

qwertyasdfgh
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#12

So, this fix is only for those who use Eloth's Landscape & Grass mod?

thermador
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#13

Well, unfortunately yes.  I tried it making a separate mode, but if you use that with Eloth's mod, either it overwrites Eloth's changes (if later in the load order) or it doesn't do anything at all (if before Eloth's in the load order).

I can make a separate mod that just fixes the heightmap I guess.

thermador
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#14

OK here is the separate fix for just the heightmaps.

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#15

Thanks!

thermador
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#16

Merged in v056!

Black Shadow
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#17

Help to understand, as data of fashions have been included in version 0.56 the master of a file, but I use plugin LandTexturesWithGrassPlusLOD (original Eloth) whether it will work properly, or I instead of it should use plugin Morrowind_ob - MorrowOblivion Eloth Landscape and Grass for v033_0 (fixed Thermador)?

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#18

You're better off using the updated one that I made.  It fixes the ground height issue.

Black Shadow
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#19

Thanks Thermador yours plugin approaches to version 0.56 a grass more dense is much better and is widespread in greater territory, than with original esp. Though heights also are kept, but the grass alas becomes rare and not high at use original esp from Eloth.

thermador
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#20

Hmmmm... I will look at this tonight. 

I may have made some accidental changes to the grass plugin when I edited it.  It would have been totally accidental though.

Black Shadow
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#21

Is not present please it is not necessary to edit, in yours plugin the grass looks is more tremendous. And in original on version 0.56 there is a removal of the majority of kinds of a grass, therefore and it looks rare and ordinary-looking, for comparison I apply screenshot - LandTexturesWithGrassPlusLOD(original):  , Morrowind_ob - MorrowOblivion Eloth Landscape & Grass for v033_0(Thermador):  . I express you greater gratitude for yours fix.

roxon_55
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#22

OK here is the separate fix for just the heightmaps

 

This is not merged into V056 i installed V056 when it was released Still have steps NPC cannot get up posted pic have not got Heightmaps installed,,

Grand son is running around in Thermador Complete Installation does not have the step Problem Nore the Rips in Landscape in Balmora,,Heightmaps fix is in Thermador Complete Installation Not In V056 Release Pictures are under Worth Looking At FIX still Needed

Wayne

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#23

I put in The Seperate fix for Heightmapedits,ended up having to take it are there any other files needed to run the Seperate Heightmapedits.esp

This is what it caused in Ald'ruhn took out Heightmapedits ground came back to normal,