False positives are a possibility. Consult the glossary if you don't know what a word means.
You're running in TD mode, but your file depends on more than just the vanilla ESMs and Tamriel_Data.esm.
This ID does not match the guidelines.
Either this is a dirty edit, or someone did not follow the guidelines.
This spell is auto calculated which means that any auto calculated NPC can have it. Including vanilla NPCs.
This actor is going to disappear after three days. Possibly without the player having ever seen the body. This actor will also play a death scream when it enters the active grid.
This creature does not have a sound gen defined. This doesn't necessarily mean it doesn't play the right sound as the rules are somewhat complicated, but it might mean the creature uses the wrong sound effects.
This ID is used for multiple different things. Not generally harmful, but definitely confusing.
See this bug.
This object contains or creates an object that is supposed to be unique to the vanilla game. This includes things like quest rewards and vendor chests.
This levelled list does not have Calculate from all levels <= PC's level
checked, despite containing entries of different levels.
Any entries in this list set to spawn at levels below the entries with the highest level smaller than or equal to the player's level will not appear.
For example, if a list contains 1 Rat
and 2 Cliff Racer
, it will never spawn any rats when the player's level is higher than 1.
(It will still spawn cliff racers at levels higher than 2.)
Levelled list resolution is recursive. If one list contains another, the conditions for both lists must be met before anything is spawned.
This field should exist.
The path is missing a .
and is therefore probably not correct.
This light has a very long duration. It might have been intended to last forever (duration -1.) Note that this cannot be done inside the CS.
Persist objects are meant to be used in scripts. There should only ever be one instance of these objects. If an object is persistent but not used in any scripts, it should not be persistent.
Having two of the same object occupying the same position is redundant. The warning contains the position of both references in case the distance threshold is raised.
This exterior cell contains a reference that, by its position, should be part of another cell.
There is something wrong with this object and it should not be used.
This reference is deprecated and should not be used.
Black squares are used to hide things on the minimap (as black blends in with the fog of war's color as well as the there-is-nothing-here-background's color.) This doesn't work very well in cells with water as those get a water texture for a background instead of the usual black. Which makes the black squares stand out like a sore thumb if placed above the water.
This cell contains a PrisonMarker
that doesn't link to an interior cell. PrisonMarker
s need to link to interiors containing stolen_goods
to prevent crashes.
Supply chests should be available to all faction members.
Supply chests should use a unique record for each faction and they should always be owned by the faction they were made for.
See the NPC guidelines.
Any NPC not on Vvardenfell must have a script. NPCs on Vvardenfell may still be assigned scripts.
The script this NPC uses is not defined in this file and does not start with T_
. It may or may not have the requisite variables.
The script this NPC uses is missing one or more required local variables.
The script is only applied to non-khajiit NPCs and therefore does not require this local variable.
This NPC has a class that is not suitable for use in this province.
Spells have names that are visible to the player (either when buying them or when being affected by them.) These names imply a certain culture, meaning NPCs outside of Morrowind should not receive vanilla spells.
This NPC should be using the asset designed for it.
This head or hair is inappropriate for use by this NPC; usually for cultural reasons.
This NPC is likely to be hostile, but has an alarm of >= 100, meaning the player can get a bounty fighting them.
This NPC has the guard class but does not quite function as a guard.
This NPC is not using upright Khajiit animations.
This NPC is using upright Khajiit animations despite not being one of the Khajiit races that requires them.
Slaves should generally only wear a single slave bracer.
This NPC knows a spell that is culturally or geographically inappropriate.
This NPC is a vampire but does not use the correct vampire head for its race. NPC vampires that do not need to switch to a mortal appearance should use their race's vampire head as their default head to ensure they always look like vampires.
A misc item is a key if it has the key flag. This is a property of the record and determines if it can be sold to merchants and detected by Detect Key.
If the key record is not defined in this file, it might not have been flagged as a key by the CS.
This misc item has key
in its ID, but is not flagged as a key.
Morrowind only supports <div> <font> <br> <p> <img> <b> any other tags should just be removed.
Book art paths need to use \
not /
to work from BSAs in Morrowind.exe.
Text not followed by a tag is not displayed in game. Every book should end in <br> to prevent this.
Flagging an NPC or Creature as being a vendor of magic items does not enable the barter button in the dialogue window. This requires them to be a vendor of one of the other types.
A class or NPC that implies barter services does not offer them.
This NPC barters but does not have any gold to buy items with.
This NPC might have been intended to barter, but doesn't.
Certain classes have voice lines and greetings that imply they can transport the player. If an NPC with such a class does not offer travel services, they should be assigned another class.
Travel NPCs should be able to tell you about where they can take you.
This travel connection is a one-way trip.
One of these NPCs likely has the wrong class. A guild guide and shipmaster should not be on the same network even if they share a cell, for example.
This NPC has a response to the destination topic that doesn't mention every cell name they offer travel to.
These are probably leftovers from previous releases. Of course, they might also be intended for an unfinished or unmerged quest.
A script that is never started is likely to be unused. It is possible to use a script as a collection of variables, akin to declaring global variables. In this case the script is not unused, but the approach should still be reworked.
A record is considered unused if it is not present in the world, not in any inventory or leveled list, and not spawned via script. This check is not performed in TD mode.
Be aware that, when checking a claim file, it is possible for the record to be used by the section file the claim is meant to be merged into.
These characters tend not to look very good in game.
Vanilla sometimes uses one -
, and sometimes it uses --
. We always use the latter.
An ellipsis should be composed of three dots.
This is a game, not a piece of paper composed on a typewriter.
A typo that should be fixed.
Common in certain languages, but not in English.
%PCName
, %PCRace
, %PCRank
, and %PCClass
can be anything (although the latter two require 3rd party mods to be wholly unknowable)
which means it's impossible to determine which indefinite article (a/an) to use. It is possible to do the latter two correctly (mods aside) but mistakes are common.
Leading whitespace is visible in game. Trailing whitespace is bloat.
This line that is assigned to a specific actor has a filter that checks something about that actor that cannot ever change.
Like the above, but for local variables.
This line is available to NPCs who should not have lore.
All NPCs added by these projects should have a NoLore variable meaning this line is not available to them.
This variable comparison is incorrect.
This class is not appropriate for use in this province. The line should be inaccessible.
This line is missing a filter that unambiguously ties it to the project, meaning it might show up on NPCs added by other mods. Filter the line to a local variable that starts with your province's ID prefix or use one of the T_D variables.
If this line is meant to override a vanilla line that does not have a NoLore filter, add ;SV: overrides vanilla
to the result script.
This line only fires if the death count is exactly X. Which means it can break if players use resurrect
or the NPC gets cloned.
Because there are multiple Khajiit races, Same Race cannot be relied on to detect if the player is or isn't one.
Use Global PCRace (= or !=) 6
instead.
So why does it exist?
If this line was intentionally left blank for result scripting purposes, add ;SV: intentionally left blank
to the result script.
This line declares a local variable that shares its name with a built-in function, most commonly OnActivate
.
This can break other scripts attempting to use that function if they were compiled later.
This script uses the Position
function which can cause issues in Morrowind.exe. PositionCell
should be used instead.
NPC scripts can be divided into three categories: scripts that are only applied to Khajiit, scripts that are never applied to Khajiit,
and scripts that are sometimes applied to Khajiit. Scripts that are only ever applied to Khajiit should set T_Local_Khajiit
to 1
without doing a race check. Scripts that are never applied to Khajiit should not contain the T_Local_Khajiit
variable at all. And
scripts that are applied to both Khajiit and non-Khajiit should contain the standardized script snipped that checks for each Khajiit race.
This script doesn't implement the standardized Khajiit script, but does set the variable multiple times.
This script sets the variable to an unexpected value.
This magic effect should not be used. Either because it's Corprus related or for reasons of mod compatibility.
This magic effect needs a magnitude to be useful. Might be fine if the spell is used for its visual effect.
This magic effect needs a duration to be useful. Might be fine if the spell is only meant to be detected by a script.
This magic effect is ordered before its weakness effect. Reordering the effects would allow the weakness effect to increase the potency of the other effect. For example, Weakness to Fire before Fire Damage will end up dealing more damage than vice versa.
This can cause graphical issues.
Path grids that are underwater aren't used.
There's two nodes in the same spot. Delete one and fix the connections.
Nodes that aren't connected to any other nodes are useless. If you have a single-tile room with a locked door, just omit the path grid instead of adding a single unconnected node.
You're running in TD mode, but your file depends on more than just the vanilla ESMs and Tamriel_Data.esm.
Items in dungeons should not have owners. Items in towns should. There is no easy way to determine what's a dungeon and what's a town, so this check is liable to produce a number of false positives. Such as a chest owned by a friendly NPC standing by the side of the road. Or a container plant in a public square. It will also report cases where ownership has been applied overzealously. Some of these, like unnamed activators, don't matter or only matter in unlikely circumstances. It would be best to fix these anyway, if only to reduce file size.
It is legal to sleep in this cell, yet it does not contain any enemies. This suggests an unpopulated dungeon.
This interior cell does not have a path grid. Given that players can Command or Summon other actors into any cell, this is only correct if the entire cell is underwater or especially small.
This may have been an unintentional edit.
Items the player can pick up should not be resized in the CS as picking them up resets their size.
The extended validator scans cells, inventories, scripts, dialogue filters, and leveled lists for deprecated objects, factions, and classes. Taking into account objects marked as deprecated in the CSSE toml file, as well as objects set up to use the deprecated cube, and objects with "deprecated" in their name.