I have an idea on how to fix the Atomic Nirnroot bug

Post » Tue Jun 12, 2012 8:02 pm

I know Modders have already fixed this problem but consoles don't have access to that particular mod/mods. I have an idea that Beth can use to solve that bug issue.

1. Don't have NIrnroots respawn ever after being picked- (Crimson Nirnroot doesn't count, only the regular ones)

Now this idea is tricky because of a quest or two that requires Nirnroot but both of those quests are minor (Not counting Crimson Nirnroot, that a different animal) and my 2nd idea solves that problem. By not having the Nirnroots respawn, you won't have the glow that takes up memory. By doing this you would also have to put something in that prevents the glow from respawning or staying after the root is picked. That's probably something with coding although that's way above my skill level at this point.

2. Increase the Nirnroot appearance rate in Alchemy shops-

Now if idea 1 is used, then it's probably a good idea to increase the appearance rate of nirnroot in the alchemy stores so that you don't screw over the quests that require Nirnroot. Nirnroots do appear in alchemy shops but they are rare, by increasing the appearance rate, you can counter the Nirnroots non respawning, thus an alchemist can continue to use Nirnroot but not suffer the issues the Atomic Nirnroot bug causes.
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Juan Cerda
 
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Post » Tue Jun 12, 2012 10:58 pm

I personally hate nirnroots. But I think the whole point of them is the "collecting" part. They should just fix it, it is software. It is not like all the programmers are on vacation or something? :P
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Aliish Sheldonn
 
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Post » Tue Jun 12, 2012 2:28 pm

For console users I say just avoid picking up nirnroots and just buy them from merchants although this could be painful for alchemist.
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Mari martnez Martinez
 
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Post » Tue Jun 12, 2012 6:42 pm

If you don't pick them, i think they still get the glow. There were a slew of them in Riften I hadn't touched, but when I found them, they were glowing aplenty.

I still say they should issue a scrub patch for consoles to simply reset nirnroots wherever they may be found - period. Just to prevent the bloat. And yeah - just give 'em to all the alchemists.
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Ladymorphine
 
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Post » Tue Jun 12, 2012 8:59 pm

Indeed, not picking them is definitely a problem. When I first read about the problem, I decided I'd not pick them. Turns out that was the wrong thing to do. Now, whenever I find these things, they have, no joke, 6-7 glows in the spot where there should be one glow.

They are utterly atomic at this point, I can stand on the mountains north of the plains of Whiterun and see several Nirnroots across the tundra, its ridiculous. I pick them, then open my console, click on the glow where you'll be presented with "ff87089705" or something. They key to telling whether you've clicked on the right item (glows) is that "ff" prefix. Once properly selected, "markfordelete" with get rid of them in real time. I have to click and repeat 6 or 7 times to full clear the glow and make the scene go back to "normal". Of course the console players don't have this luxury.

This really shouldn't be happening 5 patches in, and I should think whatever fix modders have done to the nirnroots on pc could be applied to the code for you console folks.
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Luna Lovegood
 
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Post » Wed Jun 13, 2012 3:23 am

If Beth fixes the bug, it'll be the way shaders don't duplicate themselves, that is also the easy way. The ways you suggest are more problematic than anything else.
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мistrєss
 
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Post » Tue Jun 12, 2012 9:27 pm

That's...

:cool:

one SUNNY plant...



YEEEEEEEAAAAAAAAAAAAAAAAAAAAAHHHH!!!!!
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Scott
 
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Post » Tue Jun 12, 2012 2:09 pm

If Beth fixes the bug, it'll be the way shaders don't duplicate themselves, that is also the easy way. The ways you suggest are more problematic than anything else.
A modder have already fixed this problem. Not exactly rocket science the way he says it. Bethesda simply forgot to remove the glow when you're out of an area, and since the game does not check whether a glow is already there or not, each visit stacks the stuff even more, unless you take it, in which case the last glow created is removed

Bethesda could have put in lots of fixes if they (for some reason) decided to say "Alright guys, you fixed those annoying problems, can we implement your fixes, like, now?" after all, many would like to help for better gaming session for everyone
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Red Bevinz
 
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Post » Wed Jun 13, 2012 2:48 am

im all for the nirnroots getting fixed, but it seems like it would be eaiser to a logical test to see if the nirnroot already exists before adding another glow.

its sloppy coding not the gameplay that should be fixed. I think your idea is more complicated than it needs to be.
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Shianne Donato
 
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Post » Tue Jun 12, 2012 1:59 pm

Or instead of spawning a new glow when you leave the cell... Spawn no glow at all...

Imagine that...
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Madison Poo
 
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Post » Tue Jun 12, 2012 10:17 pm

A modder have already fixed this problem. Not exactly rocket science the way he says it. Bethesda simply forgot to remove the glow when you're out of an area, and since the game does not check whether a glow is already there or not, each visit stacks the stuff even more, unless you take it, in which case the last glow created is removed

Bethesda could have put in lots of fixes if they (for some reason) decided to say "Alright guys, you fixed those annoying problems, can we implement your fixes, like, now?" after all, many would like to help for better gaming session for everyone

That's exactly what I suggested http://www.gamesas.com/topic/1364672-relz-unofficial-skyrim-patch-thread-5/page__view__findpost__p__20603445...but oh well...
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Rachael Williams
 
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Post » Wed Jun 13, 2012 3:07 am

It's not a bug, they're not meant to grow back, if you've ever played Oblivion and done the "Know Your Roots" quests then you'll know they only grow once, if you've found Sarethi Farm there should be plenty of Nirnroots there and they grow back every so often.

If this is not the answer you was looking for then I've totaly misunderstood the post.
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(G-yen)
 
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Post » Tue Jun 12, 2012 1:48 pm

I'm new to this one-

The problem is the nirnroots glow to far away? I guess I have noticed that, but I haven't been annoyed by it. Is it using up a bunch of PC resources? Or is the problem just the annoyance of infinite light distances?
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Robert Devlin
 
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Post » Tue Jun 12, 2012 5:44 pm

It's not a bug, they're not meant to grow back, if you've ever played Oblivion and done the "Know Your Roots" quests then you'll know they only grow once, if you've found Sarethi Farm there should be plenty of Nirnroots there and they grow back every so often.

I do believe they are supposed to grow back this time, especially the green ones, because this time around they are just an alchemy ingredient with no quest attached.
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ShOrty
 
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Post » Tue Jun 12, 2012 9:53 pm

I do believe they are supposed to grow back this time, especially the green ones, because this time around they are just an alchemy ingredient with no quest attached.

No they aren't meant to grow back, there is a place where they do grow back and the women that grows them will tell you that she's the only person that knows how to get them to grow and there is a quest related to them but it's only a "miscellaneous" side quest.
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N3T4
 
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Post » Tue Jun 12, 2012 11:50 am

That's exactly what I suggested http://www.gamesas.com/topic/1364672-relz-unofficial-skyrim-patch-thread-5/page__view__findpost__p__20603445...but oh well...
But the problem comes from Bethesda, not the modders... yeah.

I mean, come on now. Even before Creation Kit was released, people went through the effort of using primitive and low level tools to create plugins that can fix stuff, and some did it by hex editing, which if you don't understand translates to "Holy Talos! My eyes! They burn!" to the non-expert

Perhaps it has something to do with pride. You don't build a "capable" image by asking people to fix your game for free, but really. At this point I think the "fixers" would even be glad if Bethesda steals their ideas (SkyBoost anyone?). The ENB creator http://enbdev.com/newsarch_en.html (meaning more work for him, yeah)

When people essentially begs you to steal their fixes, it's really time for you to reconsider: "Should I really keep my attitude?"
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Jessica Nash
 
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Post » Wed Jun 13, 2012 3:20 am

No they aren't meant to grow back, there is a place where they do grow back and the women that grows them will tell you that she's the only person that knows how to get them to grow and there is a quest related to them but it's only a "miscellaneous" side quest.

I know about the garden and the side quest, do you have a source for the "shouldn't grow back" statement?
I know she says "im the only one who can grow them" but I wouldn't count that for a source compared to say, an alchemy book or other ingame lore. (seeing as wild nirnroots are in abundance).
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Reven Lord
 
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Post » Wed Jun 13, 2012 12:43 am

But the problem comes from Bethesda, not the modders... yeah.

I mean, come on now. Even before Creation Kit was released, people went through the effort of using primitive and low level tools to create plugins that can fix stuff, and some did it by hex editing, which if you don't understand translates to "Holy Talos! My eyes! They burn!" to the non-expert

Perhaps it has something to do with pride. You don't build a "capable" image by asking people to fix your game for free, but really. At this point I think the "fixers" would even be glad if Bethesda steals their ideas (SkyBoost anyone?). The ENB creator http://enbdev.com/newsarch_en.html

When people essentially begs you to steal their fixes, it's really time for you to reconsider: "Just how long should I listen to the higher-ups?"

I don't think it's a pride issue (although I confess that theory showed up in my mind)...mainly because Bethesda is in fact using the USKP list (an user-created list for the USKP) to pick up bugs and get them assigned to them. I think it's more that they just haven't came up with the idea I mentioned.
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Robert Jackson
 
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Post » Wed Jun 13, 2012 12:08 am

I know about the garden and the side quest, do you have a source for the "shouldn't grow back" statement?
I know she says "im the only one who can grow them" but I wouldn't count that for a source compared to say, an alchemy book or other ingame lore. (seeing as wild nirnroots are in abundance).

I doubt that Bethesda would change the lore of the plant.
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Ebou Suso
 
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Post » Tue Jun 12, 2012 11:25 pm

I doubt that Bethesda would change the lore of the plant.

Lemme tell ya something about Bethesda and lore... :)
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adame
 
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Post » Wed Jun 13, 2012 2:05 am

I'd prefer the sound with zero glow, my game looks like a nuclear accident.
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Jani Eayon
 
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Post » Tue Jun 12, 2012 11:56 pm

I have a better idea. get rid of the glow. Does bethesda really think we're too dumb to know they grow near water that we wouldnt check or something.
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Jessie Butterfield
 
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Post » Tue Jun 12, 2012 7:52 pm

I want to know why in 200 years the plants have morphed from being a rare plant to an annoying lighthouse.
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RAww DInsaww
 
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Post » Tue Jun 12, 2012 9:27 pm

Or instead of spawning a new glow when you leave the cell... Spawn no glow at all...

Imagine that...

You know that might be the easiest solution but I don't see Beth altering their artistic vision. If that solves the problem, I'm all for it. My solution isn't that hard to do, In Oblivion the Nirnroots didn't respawn at all and unlike that game you can buy Nirnroots in Skyrim's Alchemy shops although they are rare, hence why I said the appearance rate for them should increase in the stores. Whatever solution Beth goes with, the end result must be the same. It must be fixed or it will go in the catagory of the ABomb, that one place in Fallout 3 that you can only visit once or Boone in New Vegas (Yes different developer but same engine and debugging team). Those are stuff that should've been fixed but never was. The 1st one is a huge killer, the last two are minor although Boone is debatable.
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Robert Jr
 
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Post » Tue Jun 12, 2012 5:56 pm

I know about the garden and the side quest, do you have a source for the "shouldn't grow back" statement?
I know she says "im the only one who can grow them" but I wouldn't count that for a source compared to say, an alchemy book or other ingame lore. (seeing as wild nirnroots are in abundance).

Spoiler
When Ingun Black-Briar gives you the quest to look for them she tells you they don't grow back
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Skrapp Stephens
 
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