Scripts names starting with digit(s) fail to compile
Attempting to enter the Corprusarium using Less Generic Nerevarine version with OpenMW results in the following:
cellName: Corprusarium error line 0, column 30 (4LOM_Corprusarium_Guards) syntax error error line 0, column 30 (4LOM_Corprusarium_Guards) syntax error Error in framelistener: compile error
It instead teleports you somewhere into Divayth's chambers (not in them, but somewhere in the void). You see water all around you, then it fades to black. Curiously enough, when you initially enter sometimes you very briefly here the Warden say an idle, which indicates that the player must initially enter the Corprusarium cell (similar results with the Corprusarium Bowels).
OpenMW version 0.31.0/Revision 45af34d1
Less Generic Nerevarine version 1.4.
Works as expected using the vanilla executable.
(RM-1730 from redmine: created on 2014-07-29 by Stuart Moore, , closed on 2015-09-15 by Marc Zinnschlag, relates #2246 (closed), relates #2477 (closed))
Attachments: script_test_digit.esp