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  • Skyrim Development Tools To Go Public

    By Tom Curtis

    Those interested in tinkering with the tools used to make Bethesda's just-released Elder Scrolls V: Skyrim will soon have the opportunity, as the company says it will make these available to the public next month.

    As noted on Bethesda's blog, the game's official "Creation Kit" will become available for PC users in January 2012, alongside a Bethesda-organized Wiki intended to help modders become familiar with the new toolset.

    In addition, the Creation Kit will include support for Valve Software's Steam Workshop, making Skyrim the second game to support the service after Team Fortress 2.

    The Steam Workshop will help users mange their in-game mods within Steam itself -- modders will be able to upload their creations to the service, after which other users can browse, rate, and flag mods for download using any web-enabled device.

    When players boot up Skyrim on their PC, Steam Workshop will automatically install any flagged mods, without the need to go to external websites. Of course, Bethesda says users can continue to use the existing sites if they prefer.

    In addition, Bethesda promised to release a small update to the game to fix issues introduced with this week's 1.2 patch, with further updates to Skyrim to come "after the holidays."
    The Hackmaster

  • #2
    Any chance anybody has read the large list of bugs introduced with the 1.2 patch? I can't remember where it was, but there was a large list that made me laugh. There have been confirmed dragons flying backwards, game freezing a lot more, lagging, and all kinds of new things no longer working with a growing list somewhere.
    July 7, 2019

    https://www.4shared.com/s/fLf6qQ66Zee
    https://www.sendspace.com/file/jvsdbd

    Comment


    • #3
      Bethesda Softworks, the developer of the recent hit RPG Elder Scrolls V: Skyrim, has announced in a blog post that it will take much more care over updates for the game, hoping to avoid embarrassing bugs like the backwards-flying dragon.

      This strange phenomenon and others showed up in the recent Skyrim 1.2 patch which was designed to fix a bug that caused lag in the PS3 version of the game, which some are reporting still occurs occasionally.

      Bethesda has promised to release an “incremental update” next week, landing on PC first and consoles a few days later. It's thought that the patch will say goodbye to the backwards dragons and other 1.2 issues.





      Apologizing for the debacle, Bethesda said in a blog post that “with the millions upon millions of people playing Skyrim, we need to treat our updates with greater care. If we get too aggressive trying to fix a minor issue, we run a risk of breaking something larger in a game like this.”

      The posts explained that to help with this, there would be lots of patches coming over the next few weeks, including “full title updates” as well as smaller gameplay updates “to fix whatever issues come up along with re-balancing portions of the game for difficulty or exploits.”

      The PC will get updates first, as Bethesda can directly control that. Console patches will take a little longer, as they must be certified by the console maker.

      As well announcing the update procedure, Bethesda also said that it would be releasing two tools to help modders create new experiences in the game. The first one is the 'Creation Kit', the same tools that the developer used to put the title together. Along with this, a new wiki and set of tutorial videos will be made available.

      Steam Workshop will add to the modding experience as well. This gives users access to mods in a simple manner, letting them flag them from smart phones or other devices, causing them to be downloaded automatically next time they log in to Skyrim. In the same way as the Creation Kit makes it easier for modders to get their work done, the Workshop is designed to make it simpler for people to play them.
      The Hackmaster

      Comment


      • #4
        478 bugs listed below, and growing

        Graphics, Textures, Animations etc.

        * There is a huge and disproportionate FPS hit upon entering towns for many users (may be related to/affected by items below).

        * Light-sources (eg candles, fireplaces) seem to cause a disproportionate slowdown/FPS hit even on extremely high-end systems, just for 1 or 2 lightsources.

        * Shadows are extremely low-resolution and pixellated to a ridiculous degree (many people seem to think shadow-rendering is done by the CPU instead of the GPU, which could explain the above, other claims this is not the case - there is some strange CPU bottlenecking on powerful machines though?).

        * Shadows sometimes look "corrupted" (see example screen) - as if NPC faces and bodies are covered with a bunch of lines or similar. Breezehome house seems to cause this more than other areas, so may be an issue with light sources/shader objects duplicating like the nirnroot shaders?

        * A combination of more than a few NPC's close together, and light-sources, causes crazy FPS hits (this is really the combined effect of the above three items?).

        * FOV seems to randomly drop, sometimes to extremely low levels for a PC user, with no option to change the FOV in game settings, and the .ini changes not always working (using the in-game console should not be forced as this disables achievements). Add a (permanent) FOV setting to advanced options (FOV is an important setting for PC users, as it varies widely based on resolution, monitor size, and distance from monitor as to what a user should be playing with), and ensure it doesn't keep resetting or lowering to console-levels from zone loads.

        * Mouse Y-Axis sensitivity appears locked to FPS/performance - this can cause the mouse to require you to use the entire height of your mouse-mat just to look up by a couple of inches at times.

        * Quad core CPU's don't appear to be being utilized (despite the recommended system specs requesting a quad-core CPU?).

        * .Exe is not flagged as large-memory-address aware (so despite recommended system specs suggesting high RAM, the client will never use that much RAM - users can patch this themselves with 3rd party software in seconds, why can't it be official?). NB: A non-announced "stealth-patch" now prevents the user from running a modified .exe, more complicated injection processes can still force LAA but the point still stands - Bethesda should make the .exe LAA themselves, it's simple and has no known negative side effects, but many positive ones.

        * Some GPU's seem to be being incredibly under-used, despite apparent lag/FPS drops/slowdown issues - is this related to graphics-tasks being offloaded to the CPU because this is beneficial on consoles?

        * Sometimes when walking around, ground textures do not load in quickly enough, and you can be stood on a crazily blurred out, almost single-colour texture for a while (anything up to a minute), before the higher-resolution ground textures load in over them.

        * Many heavily used textures seem to be extremely low-resolution (this may not be a bug, it may be that no high-res textures ever existed, or that low-res textures are loading in without the higher-res ones loading correctly).

        * Anti-aliasing at certain settings causes a strange blue-line glow/outline around your character and any items you are holding. This happens when you're looking at a shadowed area or are shadowed yourself.

        * Character animations for sprinting while dual-wielding spells or weapons looks ridiculous and broken.

        * Bloom levels in the snow can go too high - causing snow to almost blind the player even when there's not much snow (intentional? Emulating real-life "snowblind"? :P

        * The system that auto adjusts brightness (dims/brightens lights as you look and move around) - any chance of a way to disable this? It seems hyperactive on some systems.

        * No HDR options available (need a way to turn off HDR altogether, many players dislike it and can have problems with it).

        * The small arrows for tracked quests that appear on-screen over doors/NPC's etc. sometimes fail to show at all - unchecking and rechecking all tracked items in the journal sometimes fixes this.

        * Sheathing animations for dual-wielded weapons, in third person, appear broken/missing.

        * Number of issues with LOD ("Z-Fighting") with mountain snow - flickering can be observed at certain distances, but not others. Most noticeable with mountains west of Whiterun, the mountain snow flickers constantly from the Z-Fighting.

        * Certain sets of armor on certain genders/races have clipping issues, as do certain helmets with certain hairstyles, badly jarring when playing in third person (try a heavy male character in Orcish armor for example).

        * Sheathed daggers/other weapons have many clipping issues with many armor sets in third person.

        * Water doesn't always load in - sometimes lakes can look like they have been completely drained, and you can walk to the bottom of them and still see clear-as-day from one side to the other.

        * Sometimes the "fog filters" underwater don't load in (even though the surface of the water was visible, unlike the above bug), and it can seem like you are "swimming" around in thin air.

        * Possibly cause by a conflict with a certain batch of ATI graphics drivers, but there is a "black screen of doom" bug that crops up after various minutes/hours of play for many users (see thread)

        * The "sky-dome" appears to have bad seams - concentric lines are visible in the sky all the way up to the top of the sky-dome, and they move as the lightness level of the sky changes. They are most visible on clear starry nights, particularly as the sun is beginning to rise, where they move across the sky very quickly. (screen 1,screen 2). Looking completely upwards while swimming makes this effect stand out (perhaps the water refraction shader highlights this problem better).

        * Many swimming animations are missing from NPC's/monsters, yet they will still enter the water quite freely, looking extremely out of place.

        * When riding, the horse often disappears when the camera is getting close due to nearby obstacles - it seems to disappear "too easily" - rather than only disappearing when it should actually be "off-camera" from the camera movements.

        * Spider-webs (the ones you can break with magic/a weapon) and flame effects (eg from dragon breath), are sometimes completely invisible and never show up.

        * No footprint graphics whatsoever when walking over snow - can't be intentional?

        * Some fog/mist/lighting effects can have extremely short pop-in issues (can pop on and off only feet away from the player as you move back & forward).

        * The "finishing move" for maces looks like the player is trying to stab monsters in the face with a bladed weapon, despite it being a blunt/mace-weapon (particularly strange with the dragon finishing move).

        * There is even a decapitation animation while using a mace.

        * Rain/Snow effects can appear even under shelter/overhangs etc. (this was fixed by user mods in Oblivion, and most other games can handle this fine, so it should be fixable?).

        * Walking animations (both for NPC's and the player) sometimes (rarely) struggle to actually work on stairs, and the NPC/player will just walk into the stair as if walking against a solid object.

        * The chopping-wood animation will show the woodcutter's axe in the player's hand AND hanging off their belt, if the player has equipped the axe (possibly also true for pickaxes?).

        * An entire shelf of random items will sometimes turn invisible (the items not the shelf) - but hovering the mouse over them still shows the name, and upon picking one up, all items will become visible again.

        * Nirnroot glow effects get steadily worse as you play, as if their alpha transparency masks had vanished - it seems as if a shader is being re-applied over and over every time the world-zone loads, rather than the same shader being reloaded, and picking the Nirnroot doesn't remove all of these shader objects. (I wonder if this is a big problem with many lightsources in the game, and relates to huge performance hits from just a candle or two? May be entirely unrelated.)

        * Casting a left-handed or dual-wield spell while in sneak mode breaks the movement animation, and the player will now "glide around" - fixed by exiting and re-entering sneak mode.

        * Hitting corpses tends to make blood squirt from the "groin" area of the corpse, no matter where you hit the corpse.

        * "pre-placed" corpses tend to have large pools of blood surrounding them, but NPC's killed by the player don't.

        * The smithing animation can show the character holding the HOT end of the metal and hammering the COLD end.

        * The first person view is too low on tall characters (eg Altmer) - causes problems when looking at known-to-be-shorter NPC's and finding yourself at eye-level, and oddities when in 1st person and sitting on say a barstool.

        * Khajit females are so short, their hands vanish through the enchanting table on use.

        * Visual effects such as fire/frost, when applied to movable objects (eg the handcarts) - if the object is moved the effect remains hovering in place where the item originally was.

        * Arrows, ice shards etc. get stuck in your character seemingly forever, despite zone-loads, sleeping etc. - you can have giant ice-shards or arrows sticking out of your head forever.

        * Other graphical effects can also get stuck on your character - eg if you get hit with frost or fire spells/effects, sometimes the graphical effect gets permanently stuck to your character even after the DOT/effect has worn off.

        * Graphical effects can get stuck on companions/other NPC's (eg if a companion uses an enchanted weapon that gives them a particular visual effect, that effect can become stuck even after removing the weapon from them).

        * Graphical effects can become stuck on the camera forever (eg the dripping water effect and dust mote effects in dungeons such as Cracked Tusk Keep).

        * ^^ Seems to be a general lack of any proper clearing code for any graphical effects on the player, the camera, other NPC's, and objects - all related code clearly needs looking into.

        * NPC's frequently do their animations half-way into objects, or many feet away from the objects they are apparently interacting with - eg appear half-way embedded in the floor, or leaning on a post 5 foot away, or animations bugging causing them to spin round-and-around while apparently sleeping on a bed.

        * NPC's can also do animations without associated objects appearing - eg drinking from an invisible mug of ale etc. - or with their objects not appearing in the correct place - eg a broom going through the NPC rather than being held correctly when cleaning.
        The Hackmaster

        Comment


        • #5
          * Vampirism textures and eyes are not properly applying to Breton, Nord, Imperial, or Redguard females.

          * Some NPC's can get stuck in an animation, even post death (been noticed with the spiders in the tutorial/intro dungeon, being stuck in a venom spitting animation loop despite being killed).

          * The player can be stuck walking around as a headless torso if an enemy that is about to do a killing (decapitate) animation is interrupted (eg from the player quickly drinking a healing potion after the animation started but before it finished).

          * Some textures will not load at all, showing the normal maps instead (which look like huge blue/purple textures) - eg screen.

          * Many face-type choices seem to cause weird effects to faces - see screen.

          * Diagonal walking animation is bugged (at least on female Nords) - it's not smooth and skips at the end of each animation cycle.

          * Turning while walking or running is not smooth either - your shoulders blink immediately to their new position when you turn. This does not happen when you're standing still before moving.

          * The silent assassination kill view (when killing an enemy from behind and unaware) shows the blade cutting across the enemy's forehead as opposed to his throat. There are 2 such clips, one with frontal view is fine, the one with the view from the back has this issue.

          * Argonian/Khajit tails can "stretch out" (and the texture is visibly stretched) if corpses die in awkward positions (eg would cause them to sit on their own tails) - possibly caused by the torso "pushing" the tail through the body itself.

          * Going into 3rd person view when stealthed will initially cause a Khajit's tail to flick back and forth in a broken manner - moving the camera a bit fixes this.

          * Shouting while sneaking and looking up will cause player character to do standing animation - but the first person camera remains low, thus creating a weird view of player's shoulders moving before his eyes.

          Core Engine/Physics Engine

          * Many random crashes-to-desktop - these cause no error messages, it just throws you instantly back to desktop with no notice. There may be many causes of these, some listed elsewhere here, but the outcome is the same.

          * V-Sync (or iPresentInterval) seems to have a huge impact on many other things ingame, such as the time-of-day the "next day" happens at (day and time move out of sync, which can interfere with many quest triggers etc.), mouse Y sensitivity, physics react violently, nearby water flickering crazily as the camera is moved etc. - why/how has vertical sync been tied so heavily into the core engine itself?

          * Mammoths occasionally shoot 100 feet into the air, and then drop down dead - possibly when two mammoths are following too closely, the one at the back is launching the one in-front of it into the air when they try turning?

          * Dragon bones can be seen dropping from a huge height and landing again when you re-approach an area they were left in.

          * Other bones in general have been seen dropping from a great height - these are either from NPC kills, or pre-placed skeletons, but many players see them up in the air and then drop down as they walk around/zone in.

          * Dragon bones sometimes "warp" to a player's zone load-in location (eg a doorway, a fast-travel entry point etc.) if the corpse existed anywhere in/near that zone - so you end up with dragon bones outside houses etc.

          * Sometimes simple acts such as opening a door will launch all objects off of nearby shelves/tables etc. that were within a certain distance of the door - seems to be related to how fast your FPS is?

          * Objects can get stuck in other objects and will constantly be trying to "jump out of the object" (sounds like two objects banging together over and over without stopping).

          * Running over objects/random clutter on the floor can launch them like a cannon has fired them - you can actually injure and even kill your own character with this at times.

          * A strange bug can cause objects to get "stuck" to both the player character and NPC's (eg an NPC chopping logs might start getting log-graphics stuck all over it's hands, a player can get animals stuck to parts of their body).

          * The instant anything is off-screen, it seems to forget where it was - try very quickly moving your camera back and forth between two people either side of you, you'll see they keep "jumping" into different positions.

          * Sometimes the above feature (where things happen differently when off-camera) actually happen on camera - you can be talking to an NPC and suddenly another NPC will warp in in-front of you, an NPC that was elsewhere in the village/building.

          * Giants can launch the player hundreds of feet into the air like a rocketship in a single-hit (20 feet in the air would be fine, but they can hit you higher than the throat of the world mountain).

          * Sound levels are far too low on certain systems, without any way to increase the volume beyond an extremely low level.

          * Horses have ridiculous physics - you can climb up near vertical cliffs on a horse at crazy angles, though horses can sometimes die just from falling off a three foot high stone.

          * Dismounting and then remounting a horse underwater allows you to gallop around in the water.

          * If you kill a character with any form of knockback effect, you can sometimes "push" their corpse through the gameworld, and cause their corpse to be unretrievable or lootable. Is this down to some "speed" setting of item movement - eg a speed of "10" moves it 10 "measurements" per cycle, without any checks on if they would have encountered a floor after say, 7 "measurements" - so they skip right through the world?

          * You can also cause living characters to get stuck in the world if you knock them back close to walls/other objects (eg use relenting force to push an NPC back into a wall, they sometimes go "through" the wall).

          * Casting spells such as "Raise Zombie" on a dragon's skeleton causes it to shoot into the sky.
          The Hackmaster

          Comment


          • #6
            * After alt-tabbing out of the game, you need to tab back into the game twice for it to load. Alt-Tab into the game once, the window is selected but you are still on your desktop... re-tab to another window (eg your browser), then tab to the game a 2nd time, and the game loads.

            * Max shoot-distance doesn't match the draw-distance settings - user must manually increase "fVisibleNavmeshMoveDist" to be able to use archery on mobs at max (ultra?) visibility distance.

            * While swimming, the engine sometimes gets confused and causes the player to "fall" as if in mid-air, before starting to swim again.

            * Some rare-instances of the player's speed being doubled/tripled or more - allowing the player to run and jump around like a large amount of drugs have been consumed. Sometimes fixes itself over time/zone-loads.

            * Entire game-engine can for some players, eventually become extremely sluggish and unresponsive - for example opening interface screens taking 30-60 seconds - as if some sort of AI/scripting elements are getting stuck in infinite loops slowing everything down heavily?

            * Corpses can roll with unstoppable force down even fairly slight gradients, and will keep going until they reach an obstacle - they need a little more "weight"?

            * The small wooden handcarts dotted around, that often have items in the back of them (there is one in the tutorial/intro cave just before the bear), seem to be as light as feathers despite being quite large wooden items - nudging them just slightly can send them flinging off into the distance as if you had just shot them with an RPG.

            * Some save-games are randomly disappearing - restoring backups can fix this, appears to be some problem in the save-function that crash that function and cause corrupt/no saves?

            * Sometimes the game thinks all your save-games are "corrupt" - but, depending on the cause, this can be fixed by starting a *NEW* game, going through the carriage ride, then loading the old game from within a new-game (if this fails, try restoring the auto-backed-up saves first then going through this new game process).

            * Some players have problems with various voice files (known to happen with Esbern) - unpacking the sounds from the .bsa file and having the files loose in the data folder works fine. The game is struggling to unpack all data from BSA's?

            * Music can get stuck playing (eg battle music starting up and then never stopping), and sometimes will not play at all (possibly after getting stuck in a loop and eventually stopping, no new music starts up).

            * Mages who cast wards and/or protective spells, if killed (by stealth archery only?), continue to emit the sound of their wards/protective spells (a constant fiery hissing) even when dead.

            * If you go re-enter a mine before it resets, it's possible that you'll see what looks like ore ready to be mined, but there is no actual way to mine it. This fixes itself when the ore deposits reset themselves. Are the graphics of ore respawning earlier than the actual ore itself?

            * Some very thin/flat items (East Empire trading map, Map of dragon burial grounds etc.) can "fall through" furniture/floors on zone load - they can sink all the way to the basements.

            * Corpses are (rarely) unlootable after death - tends to occur when lots of things hit an enemy at once - some sort of trigger to create a "Lootable corpse" from a living entity not occurring?

            Interface, UI & Controls

            * Selling/buying is bugged - if you hover over an item the NPC is selling, and then scroll down the far-left list onto your own items but DON'T move the mouse to the right (so DON'T hover over an item you actually have) - and then tap E - you gain gold for the item the NPC owns, and you can spam it - as if you are selling the NPC's own item back to them. The same bug may also allow item duplication/crashes using the same technique on containers.

            * Why is the global map scrolled with WASD but not mouse-dragging, while the local map must be scrolled with mouse-dragging but not with WASD.

            * The local map's "fog of war" sometimes gets reapplied to areas already explored, seemingly at random.

            * The inability to navigate the perk trees with any reliable and logical sense with a mouse & keyboard, and many other UI inconsistencies and issues with M&K and large screens.

            * The "tooltips" for multi-level perks should show both the buff you *CURRENTLY* have, and the buff you will get if you put one more level into it. Atm it doesn't, and it's not clear whether the game is showing what you currently have, or what you will have if you put another level into the perk.

            * Appears to be no way to sort the inventory - can't sort by items worn, item weights, item values - stuck with pure alphabetical text lists. Not even small icons representing "Item types" next to the items?

            * Mouse-clicking in menus is very buggy - sometimes mouse-clicking directly on items in the UI fails altogether. Other times is works for some but not all. Yet more times clicking anywhere but exactly on the text itself causes the menu to close instead of selecting the item your mouse was next to. Using the keyboard seems to be fairly reliable - it seems to be the mouse controls that are very broken in the UI.

            * If you use WASD to navigate the UI and hit enter, but your mouse is over something else in the UI (an item, a dialog option, etc.), hitting enter can select the item the mouse was over rather than the one you used keys to navigate to (and the reverse is sometimes true).

            * Key remapping doesn't seem complete - many interface related key presses (eg favourites and hotkeys) screw up if you remap those same keys (eg remapping the F key that changes to third person, interferes with the F being used to favourite things, changing the WASD keys to cursor movement doesn't allow you to use cursor keys for lockpicking, etc. etc.).

            * Should be far more hotkeys open to PC users for the favorites/quick-list (how about supporting ctrl+key, shift+key, alt+key to expand the list massively?).

            * Players should be able to hotkey a combination - eg hotkey a shield&sword combo, or hotkey a dual-wield combo.

            * There is no way to quickly check buffs/debuffs - without a painful chore going through the magic menu.

            * Key-bindings seem to "break" for hotkeys if you try to switch from "magic in one hand weapon in the other" (and possibly other dual-wield combos seem problematic with the favourites hotkey system?)

            * If you middle-mouse-wheel while using the enchanting station, it can zoom your character out instead of just scrolling the on-screen lists - this can cause your character to be permanently stuck after trying to leave the station.

            * Appears to be no simple way of seeing if you already know a spell listed in a container/NPC etc. - surely spell tomes for spells you already know could be greyed out (or if items had small thumbnail icons by their names, as they should, the icons could be greyed out).

            * The "R" key to unlock dragon shouts, even though you have souls, occasionally doesn't work (may just be from key remapping, but even without remapping the R key, this can still happen, spamming the R key sometimes unlocks a shout).

            * Both racial powers, and shouts, default to the "Z" key - making it awkward/confusing to use both racial powers, and shouts, together. (and this isn't explained anywhere)

            * Dragon shouts often seem to unequip themselves - you can be tapping Z and nothing happens, and find your dragon shout had unequipped itself.

            * Sometimes the shout key and RMB-attack button become entirely unresponsive, until the player performs an LMB attack, then the shout/RMB attacks work again.

            * The game does not make it clear to the player they have to press "R" to spend dragon souls to unlock dragon shouts - MANY players have gone through the game with lots of dragon souls and locked shouts, never knowing how to unlock the shouts.

            * Some conversations cannot be backed out of with tab, and other conversations that shouldn't be able to (eg when guards want to arrest you) CAN simply be tabbed out of. Sometimes the exit conversation button disappears and the conversation cannot be tabbed out of either, so you are stuck in a permanent conversation.

            * If you read a book and tab out of it, the entire UI starts playing up - moving the mouse over UI elements causes random elements to be ignored altogether as if they didn't exist - the only fix is to exit the UI completely then re-enter.

            * Trying to rotate items in the "zoomed in" view is extremely unintuitive and problematic - it can be extremely difficult trying to rotate items to get them a particular way around.
            The Hackmaster

            Comment


            • #7
              * Not all dungeons or map waypoints get flagged as "cleared" even after you have cleared them (eg Movarth's Lair).

              * Not all mice have mouse-wheels, but there are some controls that require a mouse-wheel and there appears (?) to be no key bound alternatives, eg map zooming or zooming in on items.

              * Media keys (eg volume control keys) do not work ingame (other games don't seem to disable keyboard media keys).

              * Seems to be no way to attack with any weapon at all while swimming/underwater, even though enemies that happen to be underwater can attack the player... can't even cast water-breathing (even if you surface - must be on dry land to cast it!).

              * If you have your fists out in third person, and go into first person, your fists don't appear on-screen but you are unable to interact with anything (eg forges, enchanters) - you need to unsheathe and sheathe some weapons again to clear it.

              * Sometimes interface text (on-screen messages) get "stuck" on and never fade - they can be replace by other messages (eg when you cursor over a door) - but revert back to the same message rather than clearing when your cursor moves away from the door.

              * Caps-lock functionality frequently gets reversed (can cause problems particularly when trying to chat with people in Steam overlay chat).

              * Renaming items from enchantments sometimes switches the name to all capitals.

              * The "objective flags/markers" leading you to quests, can get confused with multiple entrances to buildings/locations - if you enter through an alternate door, the objectives try to get you to go back outside and enter the other door first (even if the two doors were right next to eachother, eg in the Monk's Temple).

              * In the alchemy screens, ingredients do not deselect correctly if selecting a recipe from the left-hand list.

              * Player cannot jump while sprinting (possibly down to the default sprint hotkey, alt, or may not be possible with any sprint hotkey?).

              * Jumping becomes impossible if the player is running forward while jumping and there is any sort of obstacle so much as ankle-high that the player-model is "Pushing against". Player must stop, stand still, then jump - or back away from the tiny stone then jump forward.

              * In first person view - If you sheath your weapon (eg a bow) while in the middle a Stealth-Roll, your character will stop mid roll and be unable to move again, but your stamina drains constantly. Switching over to 3rd person view or drawing your weapon again fixes this.

              * Activating/using a gamepad seems to disable mouse/KB support.

              * Saving the game while holding down shift (Sneaking), upon reload you are slowed and unable to run/roll etc. - switching caps-lock on can fix this.

              * If you are sneaking, and you activate any 'ore', you will stand up and start pickaxing it to get your ore. Then, when done, your stuck standing up but you are still moving like you are in sneak mode.

              * Timers of blessings are displaying incorrectly (or blessings themselves are just getting stuck on for too long?) - eg they may say lasts 7 hours, but several real-time hours later, and a few game days later, the blessing can still be on. Unclear if it's a UI error, or an error with the blessing length.

              * Initiating walking or running is lagging in 3rd person view. When you press "W" for example to go forwards, for about 0.3 seconds your character stands completely still without doing absolutely nothing. This does not happen in 1st person view, where you move immediately when you press "W".

              * Seems to be no way to see your unarmed damage anywhere in any UI screen?

              * It can be difficult/impossible to place a marker at your current location when out in the wilderness (seems to work if you are already at another marker location?).

              NPC's, Companions, Creatures and their AI

              * Sometimes some NPC's (not followers) get 'stuck' following you around (particularly with Farkas) - they will persistently try to talk to you over and over, which interrupts you attempting to fight/talk to others/do anything at all.

              * If an NPC is in the middle of a random dialog line (the ones they say as you walk past) when you zone into a new location (particularly a player house), the NPC will actually zone into the house with you to finish what they were saying, then try to leave again.

              * You can place a pot/basket/tub etc. over everybody's head (by dragging it over them), they won't object to this at all - but will no longer be able to see, so you can murder their family or rob them blind of all their possessions without them making a single complaint, they'll just stand their happily with a basket over their head.

              * Giants make a habit of flying right through mountains.

              * Dragons often seem to go out of their way to attack any single critter, creature or mob in range before turning their attention to the player (eg killing every mudcrab around while you pelt it with spells and arrows freely). Is this down to level differences between you and the dragon?

              * Dragons are far too weak - many players have seen dragons solo'd by bears, trolls, giants, mammoths etc.

              * Marriage sometimes fails to work on characters that should be "marryable" (eg Lydia, Taarie)

              * There is a distinct lack of certain possible partners of certain races-genders (many particular race/gender combos are missing altogether as possible marriage partners)

              * Your partner will sometimes disappear altogether after the wedding and never reappear.

              * Is marriage meant to be so short and genuinely shallow & hollow? (Wear amulet, will you marry me, yes, done)? It does feel like something is unintentionally missing from the entire system.

              * Headless horseman ghost sometimes freaks out and flies through the air at crazy speeds - possibly related to the general broken physics of horses?

              * "Fugitive", "Courier" and similar random encounters can approach and open dialog with the player by surprise, while the player is in the middle of combat with others, often resulting in death. (needs an "is in combat" check before the random encounter tries talking to you).

              * Horses, particularly stolen ones, have serious problems upon dismounting - dismount a stolen horse and it can shoot hundreds of feet away instantly.

              * Random dialog lines from NPC's are frequently spoken by any NPC's while you are in the middle of conversations and at an audio level as loud as the NPC you are talking to - they often drown each other out and make it confusing to listen to anything being said.

              * Talking to a fist-fight opponent immediately after the fight (while they are still kneeling) sometimes causes dialog problems.

              * If you ask a companion to leave, it occasionally doesn't flag your character as having "no companion" - and trying to get a new companion (or even the same one that left you) fails, as you are told you already have a companion.

              * Companions can sometimes get stuck in certain positions, eg the death/lying down position - but continue to follow you around. So you can have what looks like a snake-person sliding around following you everywhere.

              * Companions don't always enter through the same door - eg you can enter a large fort that has two entrances, and your companion will zone in through the back door and aggro half the fort for you.

              * Companions (and other NPC's following you) can stand in the doorway of a small room you entered and block you in the room - sometimes you can get the NPC to move if you run around the edges of the room, but not always. You should be able to push your own companions/followers out of the way by running into them.

              * Companions sometimes get stuck at certain stages in dungeons, and instead of continuing to follow you, will run back to the start/get stuck in a certain part, as if there are pathing issues (and you'll have to finish the dungeon alone).

              * Companion gear resets if you ask them to "part company" then ask them to rejoin - eg if you kit Lydia out in full Orcish armor, remove all the steel armor from her, ask her to part ways then to rejoin you - she'll suddenly have all her steel armour again and be wearing it (Orcish armour will still be on her, but you'll have to sort all her equipment out again).

              * Companions can often comment on cave discoveries (eg "This might have some treasure in" type lines) when you exit the dungeon, rather than when you first approach it - they were too far from you when you ran towards the entrance and first entered it?

              * Companions in a fight will continue attacking guards after you sheathe weapons, making it hard/impossible to yield to guards.

              * Companions can charge towards any nearby enemies even while you are sneaking and trying to be stealthy.

              * Companions will continue fighting with an enemy even after you have "Commanded" it (or calmed it etc.).

              * Companions get confused if given two weapons from the player - eg given a glass bow and a glass sword, they may use the glass sword for melee but revert to their basic default bow for range.

              * Companions can sometimes do the opposite of the above and stand there letting everything hit them without reacting at all.

              * Companions the player accidentally hit can get stuck trying to kill the player, despite constantly interrupting attacks with "Yes my dear?" etc. comments whenever they get close to the player. They love you and hate you simultaneously...

              * Companions can get a little "lost" when the player uses the time tear.

              * Companions get stuck in the "injured" crouched position at times, and will not stand back up or regenerate even after combat until the player fast-travels.

              * Companion stats (eg health) do not level up correctly when they level alongside the player - they seem stuck at whatever level they got given when the player first got them to join/first met them.

              * Companions can be completely stupid with traps sometimes - particularly the gate traps that push them back. They can stand on the trigger, be whacked back, recover, walk over the same spot again, over and over - it's hard to get them to walk across the big wide safe spots either side of the trigger.

              * Are Companion equipment sets getting "merged" - or do all Companions have Faendal's bow? For example if you hire Faendal as a companion, then let him go - every future companion seems to have and almost exclusively use Faendal's bow too.

              * Faendal takes gold for teaching you archery, but if he is your companion you can immediately take that gold back from him - essentially a free 5 archery every single level.

              * Barbos (the dog companion) pushes you around while trying to follow you - probably as it's follow point distance is the same as other humanoid companions (despite the dog being "longer").

              * Faction relations can sometimes get confused, possibly affected by having a wife from that faction (eg the companions faction will sometimes all go permanently hostile to the player for no apparent reason)

              * The skeleton that comes to life in the "above ground tomb" near the Sightless Pit (close to Winterhold), spawns an infinite number of "The Doors of Oblivion" books - just loot one, close then re-open the loot window, and another book is there.

              * "Bounty Hunter" NPC's that hunt you down if you have a high bounty, the dialog option to pay off your bounty seems broken - they request 0 gold, and don't clear your bounty.

              * Quest NPC's that the player must follow (eg the mage guild tour) will frequently interrupt their tour to greet the player - seems to be issues with not constantly being within a specific range of the NPC?

              * Some story-based dialogs get stuck permanently on (they are always having the same specific conversation every time you see them), eg Ulfric talking with his housecarl, until you begin certain quest lines.

              * NPC's/Critters in fights can rarely seemingly "freeze" - not moving or fighting - if the player moves close enough they sometimes unfreeze and continue fighting.

              * Smithing/enchanting/alchemy seem to be incredibly overpowered - make it too easy to get weapons and armor with ridiculously overpowered stats and abilities, seriously unbalancing the game.

              * Louis Letrush NPC can become duplicated - three copies of him have been seen, all standing close to eachother.

              * Dwarven Centurions sometimes stand there doing nothing and allow you to kill them (pathing issue due to them being large characters? Giants sometimes do the same depending on where the player is).

              * Non-ranged mobs need an "emergency ranged" ability the game can force on them when the player does things like stand on tall objects (eg standing on a cage in a bandit cave and wiping out an entire bandit camp while the enemies all stand around stupidly). How about a timer for how long the AI has taken trying to reach the player, beyond which time they get granted a ranged weapon/spell/ability, or they try to run away to safety (to lure the player out)?

              * Wives sometimes lose their ability to do wifey things (eg home-cooked meals) - and never get this ability back (noticed with Ysolda).

              * After parting ways with "Illia" - she can get stuck and never allow the player to talk to her again.

              * "Illia" can get confused if she's a companion during the battle for fort sungard - she takes on the AI of a stormcloak and stand around acting like a victor afterwards with no way to talk to her.

              * Rabbits can move through the water quicker than they can move across the land.

              * Enemy AI can randomly dodge arrows even if they are not yet in combat and the player is sneak-attacking - psychic?

              * Bandits asking for gold to let you pass can be persuaded - but successful persuading still removes gold from your character.

              * Wildlife, eg rabbits, elk, foxes, seem to be able to see the player in sneak mode at all times and run away?

              * "Nirya" at the college has two clearly different voice actors for some of her dialog lines.

              * Factions get confused when cities change hands (eg after liberating Whiterun, killing an Imperial courier still grants bounty in Whiterun even if the city is now in Stormcloak hands).

              * The priestess of Talos in Windhelm dialog lines (blessings be...) refer to Arkay rather than Talos.

              * After a city is liberated/changes hands, the player must still locate and visit the old steward to collect any bounties granted (surely the new steward would have everything organised for the city?).

              * Sometimes small/accidental 5-gold-bounties can make key quest-giver NPC's out in wilderness camps completely hostile to the player until the inconsequential 5 gold bounty is paid off at a city.

              * Quest NPC's at faction-camps remain unkillable even if the player has locked themselves out of that faction's quest-line by joining the opposite faction (or is this intentional because eventually the player can complete both faction's quests? Seems unlikely).

              * City guards can get stuck in an infinite loop of trying to arrest you if you select "I really don't have time for this, do you?" options (they just constantly try to re-arrest and you can constantly say you don't have time for this, is it meant to clear the bounty?).

              * If the player rescues the random-encounter Stormcloak prisoner being escorted around the world by Imperials, when freeing the prisoner, you are given the option of giving him items. You can give him weapons and armor but he won't use/equip any of it and carries on as he was.

              * Suvaris Atheron (female Dunmer) has a logbook that refers to her as
              "him".

              * Eorlund refers to female player character as lad.

              * Sild the Warlock in Rannveig's Fast refers to his assistant as "him" when it is a female assistant.

              * Sinding the werewolf can sometimes been seen after dying - eg seen at Helgen's Gate (may be a quest that relies on him force respawning him?).

              * NPC's cannot drown, which has caused problems when given a quest to kill NPC's and they manage to get themselves stuck in the water - eg during "Rise in the East", the NPC's can get stuck forever under the landing bridge - the player cannot attack them there (can't attack underwater), and they won't come out.

              * Enemy NPC's can respond with lines like "What's the hurry?" when the player is fighting with them and performs a Great Critical Charge (sprinting two-handed power attack) on them - very jarring mid-fight.

              * If you stealth kill a standing enemy (you need to have a bladed 1 hander equipped for that) and the animation plays where you cut their throat, the dead enemy will say "what was that" or "huh" as if they just heard you while they fall to the ground.

              * Bounty quests for a dragon at a location you've cleared previously, are the dragons being respawned using some sort of internal ID matching the previously killed dragon, causing an issue with souls (the game thinks that dragon has already had it's soul absorbs, so no new soul can be absorbed from the newly respawned dragon?).

              * During initial conversation with Viarmo at the Bards College, there is no option to just visit, you have to say you are joining (only dialogue option).

              * Vigilance (the dog) returns to his owner in Markath and must be purchased by the player again - may be intentional but the player is told the dog will "follow you to oblivion and back" rather than act like a mercenary NPC.

              * When giving the falmer translation to Enthir, there is a spelling error in his second sentence. "undertstand" (extra t).
              The Hackmaster

              Comment


              • #8
                * Enemy NPC's getting out of a chair or a bed when you're approaching them looks and plays awkward - They get up very slowly, just like any NPC would get out of a chair or bed, rather than a panic because an enemy is rushing at them with weapons.

                * Followers cannot deal with narrow spiral stairways such as that in the double-locked chamber Angarvunde where the dark elf questgiver gets killed.

                * Some NPC's will not open their stores at appropriate times (may be related to gametime going out of sync in the engine bugs above?) - they will just sit at their counters and never unlock the store or sell items.

                * Every NPC in Dragonsreach (and several around Whiterun) can become hostile to the player with no apparent cause or reason. May be a random incorrectly faction flagged hostile NPC out in the wilds somewhere, or a quest that is causing faction problems?

                * Birds can get stuck in trees.

                * After you're named Thane if Whiterun, if you marry without ever having talked to Lydia, and have your spouse move into Breezehome, said spouse will not appear until you go back to Dragonsreach and talk to Lydia. At which point, they appear in your home and act as if nothing happened.

                * If you marry someone, and they subsequently open a shop selling general goods, it is possible they will not have voice files for saying what they have fore sale (happened with Aela, who had no voice file for saying "oh, various tinkets, odds and ends")

                * NPCs can ride invisible horses (see screen).

                * Dogs, chickens, horses etc. can report crimes, and count as witnesses to be killed.

                * Companion equipment is self-duplicating - eg Lydia has been witnessed later on with 40 of the stock bow she/companions get. Some sort of duplication of equipment on zone-load-in?

                Perks, Skills, Your Character & Your Items

                * Enchanted and upgraded items cause many various problems when the player has more than one item of the same basic type - it can break favorites, quick-binds, cause item names to get mixed up if the items are dropped and picked back up, etc. - the game has serious problem handing items of the same "basic type" but with different actual names/properties. (eg if you have 2 upgraded steel daggers, one in each hand... enter an enchanting station, enchant one and change it's name, try to enchant the second dagger, and the second dagger quality degrades back to a basic steel dagger).

                * Skills sometimes drop for no apparent reason, and can (sometimes? always?) show red in the skill & perk UI - is there some disease or affliction affecting the player but not being listed anywhere? Many players have reported them reverting to their stock (level 0) values and having to use console commands to fix them again.

                * The heavy armor Conditioning perk ("weightless armor") constantly forgets itself, which causes your character to become overburdened until you flick your inventory on & off again.

                * The conditioning perk doesn't affect shields (may be intentional?).

                * Both "Conditioning" (for heavy armor) and "Unhindered" (for light armor) that makes worn armor not add to carry weight does this for all of the same type the player has; if the player is wearing only one of a stack of many, the whole stack won't add to Carry Weight as if it was all weightless (just a further sign that the entire inventory engine really struggles with being able to differentiate between items of the same base type, be it for perks, enchantments, upgrading, filled soul gems or anything else!).

                * The "Steed" starsign (+100 weight) effect likewise constantly forgets itself, particularly after quickloads.

                * The "Steed" is supposed to grant +100 carrying capacity, but (sometimes/always?) removes the weight of worn armor like the heavy armor perk instead, and doesn't grant extra carrying capacity at all.

                * Player cannot use stagecoaches/carriages when over encumbered - the player can talk to the driver, hop in the back, but then nothing happens.

                * Aspect of Terror, Hypnotic Gaze and Rage perks in the Illusion school double the damage done by destruction spells, 1 for each element.

                * Smithing an iron dagger or hide bracers nets as much smithing exp as a set of Daedric armor - you can just spam single ingot & strap daggers all the way to 100.

                * Using a bow & arrow in third person crouched fires arrow from a point behind and below your character, so it can get stuck in objects or the floor depending what angle you fire at, rather than firing from where your bow actually is.

                * Wearing a hood and a mask at the same time causes your character's head to turn invisible.

                * Wearing Arch Mage Robes and Thalmar Boots causes your character's calves to turn invisible.

                * Wearing Nightingale Boots and Forsworn amour makes your character's ankles invisible.

                * Certain hood/mask combos allow you to wear the equivalent of 2 helmets/2 masks at once (some sort of slotting/slot number issue relating to helmets being considered different to masks on some items but not all?).

                * Steel armor helmet sometimes shows eyes below the helmet (looks very strange).

                * Invisibility potions can make the player's eyes disappear indefinitely.

                * The "Aura whisper" shout seems to give your character unnatural, brightly glowing eyes, with no way to remove them.

                * "Quick Reflexes" sometimes gets "stuck" on - slowing time and giving you "super powers" for minutes or even indefinitely.

                * "Quick Shot" doesn't seem to influence Ebony or Daedric bows ?

                * Ebony daggers have a much slower swing speed than any other dagger.

                * One-handed perks and fortify one-handed enchants/effects don't seem to always impact on dagger damage, despite daggers being listed as affected by one-handed perks.

                * If time is slowed when the player kills a dragon (or if slow time was used at all during the fight?), the dragon corpse seems to "break" and doesn't grant the player a dragon soul.

                * Destruction magic damage doesn't scale well - eg at/around level 50, your destruction spells can be doing next to nothing to any similarly leveled creatures, whereas a melee/bow character will find their damage has scaled incredibly. May be intentional?

                * The knock-down effect of shield-charge sometimes stops working, seemingly at random.

                * At times, the player can no longer get rested/well-rested buffs (despite having no diseases, and not being a werewolf or vampire) - is this impacted by changing stone-signs?

                * Custom named weapons default to their base name if you get disarmed with them... likewise if you custom name three similar items (same base/same enchants) with completely different unique names, and drop them all - their names get "merged" - the game seems incapable of keeping track of unique item names the moment the item is no longer on your character.

                * Total charges/prices of enchanted items are sometimes loss when changing cells/loading new cells (possibly related to the above when you have more than one item of a similar base type but different enchant/charge quantities?).

                * Dropping a soul gem you filled onto the floor can empty the soul gem.

                * The game gets confused with filled soul gems and doesn't stack them correctly.

                * Even after curing yourself of being a werewolf, NPC's will still make comments about you having "hair growing from your ears", and sleep may no longer give rested bonuses etc. - a certain werewolf related flag is not being cleared?

                * Other illnesses have the same "stuck on" problem as above - eg NPC's may comment on you looking sickly even after curing a disease.

                * The "Matching Set" bonus for Ebony armor-sets is broken.

                * Your reticle sometimes displays incorrectly if you, for example, are sneaking, and quickload a save where you are not sneaking - the "character state" is merging/confusing the reticle system.

                * Stormcall shout - is it meant to have such a huge area, and hit everything including neutral NPC's, friendly NPC's, companions and even your own horse? It makes the call unusable in many/most situations.

                * If you are over-encumbered, you cannot move at all if you are in 3rd person view (but can move slowly in 1st person view).

                * You can have infinite magicka by removing and then re-equipping an item that has fortify magicka - drain all your mana, then use your favorites/quick bar to remove and re-equip the item that had fortify magicka, you'll instantly get however much magicka that item fortifies you by given to you. (probably works with health and other similar items if you remove and then re-equip them).

                * "Blessing of Talos" states that time between shouts is reduce by 0% (zero percent).

                * "Ring of Minor Wielding" lists it's active effects twice.

                * Changing to "beast form" sometimes gets confused - you visually change, but get no benefits of beast form, and you are automatically equipped with (random?) weapons/spells you have - but are unable to use them properly due to being in beastform.

                * It's possible for non-equippable items to get stuck in your inventory and be listed as equipped (known to happen with a garnet) - you can sell it, but it remains listed in your inventory, so you can sell it over and over for unlimited gold etc.

                * Studded Imperial Armor has the same armor rating as Imperial Light Armor (should be higher?), and cannot be upgraded (studded armor can, and imperial armor can, but not Studded Imperial Armor).

                * "Blade of Woe" can be upgraded (with the necessary Smithing perk) without requiring any materials at all. (possibly true of certain other unique enchanted items too).

                * Bounties don't always seem to clear even after "paying them off" - seems to be random (random locations/times/situations?) whether paying it off actually clears it.

                * You can jump just as high when encumbered, despite not being able to run - surely jump height should be at best half-normal height when encumbered, at worst unable to jump at all?

                * Switching between third and 1st person can reset your breath meter, granting you unlimited underwater breathing.

                * You can buy houses & horses for free if, after selecting the dialog option to purchase a house, you are quick enough to open a container and place all of your gold in it. There is a delay between being given what you purchased, and the gold actually being taken.

                * Magicka regeneration enchants/items have no influence at all in combat - is there much point to them because of this?

                * "Fists of Steel" perk has no effect for Khajit characters (claws interfering with perk?). Some players have mentioned it not working for Nords or possibly any race type at all, either (does wearing gauntlets interfere?).

                * Marksman potions increase all damage, not just archery?

                * Oghma Infinium can be exploited to get all skills to 100 very quickly and easily by reading the book directly from a player's home bookshelf and putting the book back on the bookshelf before closing the bookshelf menu (other books/effects can probably be achieved with other containers, eg weapon racks?).

                * "Bone Break Fever" sometimes sets itself to drain 0 stamina.

                * The player may not be able to absorb dragon souls if the dragon was Disintegrated with shock spell perk (other particular deaths may also cause dragon souls to be unretrievable?).

                * Reanimate Thrall effects can become "stuck" on the player even after the thrall has died/disappeared, so people in town constantly shun you for using spells.

                * Helium and Nitrous Oxide seem abundant in Skyrim - player character voices can suddenly change from male to female, and vice-versa (noticed when doing power attacks/shouts).

                * "Finishing Moves" can interfere with item enchantments - eg if a weapon has a 1s soul trap enchantment on, but a "finishing move animation" plays instead, soul trap will not activate.

                * Shield bashing (normal shield bashes) sometimes apply full weapon damage and effects (eg setting targets on fire from your main-hand weapon's enchantment).

                * Potions made with "Jarrin Root" and any other ingredients can grant 5,000 damage potions?

                * "Always Run" seems to get confused and will turn off when it should be on, or vice-versa - and the player's choice on the setting doesn't seem to stick properly during a playthrough.

                * Reanimate and raise dead spells can sometimes break permanently if the player attempts to cast them on an already-previously-raised corpse and then again on a new, same-creature-type corpse.

                * The player can still contract diseases when they are a vampire, despite vampirism apparently giving 100% disease immunity (are disease/poison immunity stats simply broken altogether, or just from vampirism?)

                * Block-related enchants don't seem to have any actual effect.

                * Argonians gasp for air when surfacing, despite being able to breathe underwater indefinitely.

                * Held torches don't get re-equipped like weapons do after harvesting/crafting.

                * Player can sneak faster with the bow loaded than unloaded.

                * Unsheathing a weapon while sneaking can allow the player to sneak around at normal run-speed.

                * You cannot poison your weapon if you have only 1 held and it's in your left hand.

                * Augmented Flames, Augmented Frost, and Augmented Shock don't affect all necessary element-based spells, eg runes are not affected.

                * Wabbajack sometimes bugs out and causes new creatures to spawn rather than turning targets into creatures.

                * Casting flame cloak while a flame atronach is active despawns the flame atronach. If you have the perk allowing 2 conjured creatures, then flame cloak will only despawn 1 atronach if you have 2 up first.

                * It's possible to absorb your own summoning attempts with, for example, Breton's Dragonskin.

                * The value of enchanted items seems to drop the higher the player's enchanting skill is.

                * Ancient nord bow/nord hero bow cannot be upgraded through smithing (nord melee weapons can).

                * Quick shot archery perk makes the bow drawing animation 30% faster, but how far the arrow shoots based on how long the left click is held does not work properly. Without the perk, holding the mouse down 0.5 seconds will make the arrow go farther than releasing the arrow immediately. With the perk, however, holding down the fire button for short amounts of time (like 0.5s) doesn't make the arrow go farther at all. It will go the same distance as an arrow that is immediately shot, which shouldn't be the case.

                * Lightning spells seem unable to hit Dwemer Centurions.

                * Any stunned/fallen enemy (from knockback shout or paralyze) is immune to all damage until they get up.

                * Dragonscale helmet appears to have holes in for Khajit ears, but no ears are visible - just two big holes.

                * Dropping and picking up the Sapphire Dragon claw after it is marked as quest-cleared, sets it as a quest item once again.

                * Arrows have various problems, for example running out of one type of arrow, the game struggles/can "bug out" rather than simply switching between arrow types, and can even try to unequip arrows for you (you get a blank "unequipped" message and then your bow/arrows bug out).

                * You can do a forward-roll without the perk if you crouch, then sprint and jump at the same time.

                * The Shield for the Orcish armor set is a Significantly different shade of green to the rest of the set - may be intentional, but looks incredibly mismatched.

                * The old "100% chameleon" mechanic seems to be back - Items with the enchantment "you are X% harder to detect" also seem to affect you while not in stealth mode? You can stack a few of the 45% ones and run past bandits completely ignored.

                * Some enchanted items on vendors have invalid names/invalid graphics - eg "Orcish Armor of Eminent Stamina" having the graphics of boots.

                * The sneak skill can break at 100 - causing everything to see you at any distance. You can still register sneak attacks, even while detected though.

                * Receiving the third word of power for shouts before receiving the second word of power may be causing issues (unable to later absorb the second word?).

                * You cant use the sword in your left hand and shield in the right - and a sword in the left hand may be causing killing animations etc. to never display.

                * Even having a resistance of 100%+ to effects (eg shock) - you can still be killed by lightning/shock attacks (likewise with other elements).

                * Thieves Guild guild master armor does not count as a matched set.

                Environment/Furniture/Interactable Items

                * The bookshelf is difficult to fill the bottom/middle shelf with books if you fill the top shelf first (and sometimes leaving the house and coming back later causes the bookshelf to appear empty visually, while still containing the books).

                * Books often "fall over" when put on the bookshelf, unless you put larger-sized books in between the smaller ones.

                * Mannequin allow the player to duplicate items - once a mannequin has saved a particular set of apparel (reloading the zone and the mannequin still has the equipment on), the player can remove all of the items and leave the zone, upon re-entering the mannequin can respawn all of the equipment.

                * Buying all furniture for your Whiterun home breaks the ownership of the "guest bed" - eg Lydia will no longer sleep anywhere.

                * Items placed in certain containers/chests of player-bought homes can vanish for good when the furniture gets replaced from house upgrades, with no warning at all.

                * Items don't always stay where you last moved them in cells (particularly important for your own house) - they tend to stick to where they were when you first dropped them/they first appeared in the cell - they will revert to this position if you leave then re-enter the cell (rather than remembering the position you last moved them to).

                * Some torches on walls, that look identical to any other torch-on-a-wall, are not interactable (cannot be taken or turned off) - eg some/all torches in Pinewatch.

                * Puzzle-doors can sometimes get stuck in their "completed" position if the player has completed them once, but the door is closed and the puzzle-elements are no longer interactive, preventing the player ever entering the area again.

                * The game can sometimes start placing the player further and further away from the doors they exited from when entering the world-zone from a dungeon/building-zone (restarting the client resolves it).

                * If a companion is ordered to get all items from a "neutral" (no faction owned, eg chests in dungeons) container in which the player has placed anything, all of the items get flagged as stolen.

                * Many large rocks/boulders all over the world have been set at angles that allow the player to see "under" them (no textures or anything visible - just a big straight line and a gaping hole). Too many to list every individual instance.

                * Shield/Weapon racks sometimes act like a black void and can make items vanish altogether without appearing on the rack, likewise bookshelves and other similar furniture (weapon rack above the door in Breezehome is notorious for this one).

                * Interacting with certain items that force you into a particular position to use them (eg blacksmith's forges), if the player was auto-running when they were activated, after use the player is sometimes stuck halfway into the floor and must reload the game.

                * Weapon and armor racks have different problems based on the player home and the item (either random problems for all, or always the same specific problems, unsure) - eg axes in Honeyside racks are in the wrong position when placed, staffs (upside down in Markath but not Whiterun), Proudspire basement far edges of the rack cannot be used at all, Nightingale Blade can be seen floating above racks and gradually getting higher and higher up each time the zone loads in etc. - racks and mannequins generally need actual testing, there seems to be so many bugs related to them.

                * Doors can (rarely) get stuck in the "open" position, preventing the player from using them at all.

                * The Honningbrew decanter and Bust of the Grey Fox are "unstable" - even if they're perfectly settled when you leave the house, coming back in will result in physics acting strange on them.

                * Weapon racks etc. allow the player to place quest items on them (items you cannot normally drop/remove). You can even then get a companion to pick them up from the racks - if you then take it from the companion, it will be flagged as a stolen item.

                * The Atronach forge sometimes has problems with spawning the crafted items - eg a crafted pair of Daedric Boots that when picked up added nothing to the player inventory.

                * Activating certain traps with multiple instances such as the spike trap in Silvredrift cavern (with the trapped helmet on a pedestal) causes the sound to be played for each instance.
                The Hackmaster

                Comment


                • #9
                  Terrain/Areas/Locations

                  * Certain areas seem to have their own CTD issues relating to objects/creatures being spawned half-way into walls and floors or something. (fixes range from playing in windowed mode, to not allowing the camera to "Look" at certain rooms as you walk through backwards or similar).

                  * The very first tutorial dungeon/cave, many CTD's are experienced at the point just after where a lever is pulled, a bridge drops, and then after the roof collapses onto the bridge - CTD's can be avoided by running ahead quickly before the roof collapse.

                  * Bonechill passage will cause a CTD almost guaranteed after moving beyond the first chamber and heading to the 2nd/final chamber - however playing in windowed mode appears to fix this?

                  * The Sanctuary causes many CTD's on the "Death Incarnate" quest - instant CTD's after taking more than a step or two into the room with the two guards.

                  * Skuldafn can cause similar CTD's the moment the door to it is opened on the main quest.

                  * Pelagius Wing of the Blue Palace causes CTD's/game freeze just after walking through the cobwebs (not every time, but fairly common).

                  * Wolfskull Caves appears to have a large area of missing texture/missing objects (can see through into a "graphical void")

                  * Ironback Hideout has no bedrolls/anything under the tents (it clearly should have - there are no beds anywhere for the NPCs to use, every other similar location has).

                  * Walking around certain parts of Morthal can cause your character to warp and become stuck above the hall of the vigilant, with no way to continue except to reload a previous save.

                  * The elevator door out of Alfland can break (no longer possible to open/interact with) after leaving the dungeon (need to fast travel to exit, and can no longer re-enter?).

                  * Riften jail has areas of missing-wall textures where you can see through into a skybox.

                  * In the adjoining cave to the East Empire Company Warehouse, for some reason daytime damages a vampire player despite this location not being outdoors.

                  * Vampire players are also damaged in the final area of the Labryinthian area as a vampire if it's daytime.

                  * Vlindrel Hall - your partner will not sleep there at all, and housecarl will not come to the house.

                  * The tile walkways in Windhelm's residential district have no footstep audio attached to them.

                  * Proudspire Manor - after purchasing the house you can enter via main door. Exit via side door (towards sea) and try to get back in through that same door. It tells you you need a key. Can still re-enter via main door.

                  * Barrels/containers in your apprentice quarters in Winterhold college are not "safe" for storing items in.

                  * The back door leading into Fort Snowhawk is a smaller arched door from the outside, but it's a larger gate-type door from the inside.

                  * There are two chests overlapping eachother in the commander's room of Fort Snowhawk.

                  * Proudspire Manor - there is a noticeable model overlap behind one of the mannequins in the enchantment room.

                  * In Riften, there is a note in the 2nd floor of Bolli's House concerning his wife. It is missing the second page.

                  Quests, Quest Items & The Journal

                  * Generally doing anything (killing NPC's, clearing dungeons, finding items, letting a summoned creature kill a quest-specific kill target etc. etc.) that are required for a quest, BEFORE you ever see/receive that quest, breaks the quest. Quests all need to re-check for triggers having already been achieved the moment you accept them. This is a shame, as it goes against the very spirit of TES games, which is to explore freely - instead, exploring freely is currently dangerous as it can break many things. Nonetheless, listing any individual quest problems that this may be the cause of below as they are found...

                  * Many quests (radiant quests only? Possibly pre-scripted quests too?) are still given relating to buildings, NPC's, locations etc. that are no longer relevant or even possible because a city has changed hands (Imperials/Stormcloaks) from siege quests/civil war quests etc. - the game makes no attempt at checking whether buildings/npc's etc. still exist (and possibly isn't granting the chance of NEW quests relating to the new state of affairs either?).

                  * Some cities are staying in "siege mode" even after completing the quests - eg even fast travelling to them you get told you must help the soldiers attack first etc.

                  * Radiant quests can involve children as their targets. This becomes a problem when you need to kill or pickpocket your target as neither of these actions can be performed on children.

                  * There are many items flagged as quest-items that remain flagged even after completing the Quest, and show weights (though apparently quest item weight does not count towards carry capacity?). Even stackable items can get stuck as quest-items, no matter how many more of that item you pick up.

                  * Quest items that are stackable (eg Alto wine from A Night To Remember) that get stuck as quest items (so cannot be removed) - if the player picks up more items of the same type, they too get stacked with the quest-item-flag remaining on the entire stack.

                  * Quest-items sometimes become invisible in any and all item lists (containers, your own character etc.) - they simply will not show in any lists, which can break many quests where you have to loot a specific quest item etc.

                  * Sometimes the main-questline when your character first talks to the monks and is meant to extend unrelenting force abilities, the monks actually do not transfer any ability to you at all and the questline is stuck from that point - a reload and trying again can sometimes randomly fix this (seems linked to the function that lets you absorb shouts and souls from dragons/dragon walls - this sometimes doesn't trigger elsewhere in the game, but particularly on this quest from the monks).

                  * Various NPC's seem to simply not give out necessary sidequests (may be Radiant quests) required to achieve fairly major plotline effects - for example Farkas never giving out "Hired Muscle", thus unable to get the "Purity" quest to cure Farkas/Vilkas of Lycanthropy.

                  * "Unbound" tutorial quest - you can quickly & easily level up many skills by attacking Hadvar / Ralof at the point they tell you to sneak-attack the bear. They will not react and you can attack them indefinitely.

                  * "A Cornered Rat" - When the NPC "lets you in to talk" - he sometimes doesn't actually let the player in, just closes his hatch and nothing else happens - the quest is permanently stuck then.

                  * "Diplomatic Immunity" - sometimes completing this doesn't allow the player to continue on any of the related questlines.

                  * "Loud and Clear" - you can finish this quest but not be given and have no opportunity to receive any followup quests at all.

                  * "A Night To Remember" - the "trash" you clean up in the temple gets marked as quest items once picked up, and so cannot be dropped again (getting stuck with trash items such as bottles of wine is frustrating).

                  * If your first contact with Winterhold College is not Nenya, the Visit Winterhold misc quest is perma stuck on incomplete.

                  * Tolfdir's Alembic mini quest does not appear in Misc. section of the journal.

                  * Winterhold Innkeep's quest to help the drunk does not appear in Misc/Side and you cannot inform him of failure/success when you hand the letter to the drunk.

                  * If you complete Markath's Steward's second quest by talking to the Jarl instead of the Steward, you will be unable to buy a house and unable to get the dialogue option to become a Thane of Markath.]

                  * During the blacksmith "tutorial" quest, if the player does anything out of sync the quest gets confused - eg if the player makes an iron dagger and sharpens it themselves (testing out the equipment) before trying to hand the dagger in to the blacksmith.

                  * Radiant quests can be given for buildings that were destroyed from following the civil war questlines/siege quests - so you can be given pointers into buildings that are partly destroyed and cannot ever be entered (entrances now blocked). The ex-occupants of these buildings can sometimes be seen trying to enter their old doorways and bumping against them, so perhaps the buildings were meant to regenerate but didn't?

                  * "No news is good news" - Angeline in Solitude can grant a quest to find her daughter in the Imperial Legion in Whiterun, but Captain Aldis who the player is sent to speak to no longer exists after the Stormcloaks have taken over Whiterun.

                  * "Blood On The Ice" - the graveyard scene sometimes fails to load, causing the quest to get stuck.

                  * "Blood On The Ice" - if you have the court mage arrested, the quest simply ends prematurely - you are stuck with the amulet, Corlixto's Treasure shop is permanently closed, it feels like a major part of scripting is missing/broken.

                  * "Blood On The Ice" - from many reports, this quest seems to be able to break in many different ways if the player doesn't do every single event in exactly the right order, or if the player has ever discovered/found anything relating to the quest beforehand.

                  * "The Wild Elves" - quest cannot be completed if the player has already found the book before being given the quest.

                  * "Gauldur Amulet" - starting this questline/being at a certain stage on this questline can cause a CTD every time you attempt to enter Whiterun, making Whiterun inaccessible.

                  * "Forsworn Conspiracy" - quest can break if you pickpocket the note during the escape - the quest then updates telling you to check the body, but as you already have the note, you cannot trigger the quest to continue.

                  * "Forsworn Conspiracy" - the player isn't always given their quest items back, only "normal" items, breaking many other quests in the process.

                  * "Markarth Conspiracy"/"The Forsworn Conspiracy" - the guards that arrest you never leave the shrine - you can be arrested, sent to the mines, complete that stage of the quest - but re-enter the shrine and the guards are still there and the whole process repeats, over and over.
                  * If you killed the King in Rags during Forsworn Conspiracy/No one escapes Cidhna mine when he tasks you to kill the non-Forsworn in Cidhna mine, you get your name cleared when exiting the ruins by the Silver Blood. However, if you then commit any crime and a guard talks to you, you are indicted on the Forsworn Conspiracy charges and can only choose jail or fight. If you choose jail, the conversation keeps looping so really you can only choose to fight.

                  * Winterhold College Quest sometimes breaks when you should be starting "Containment" - the necessary triggers simply fail to activate.

                  * "Blessings of Nature" - the old tree will remain in place with the new sapling growing inside.

                  * "Battle for Fort Hraggstad" doesn't always allow you to continue to "Battle for Solitude" - it just ends the questline with no way to continue the quests.

                  * "Season Unending" making a truce can get stuck - Ulfric won't talk to you - possibly he is getting stuck stuck with the joining the stormcloaks quest instead (even if you don't intent to ever join the stormcloaks).

                  * "Brelyna's Practice" - when Brelyna asks to practise on you, the quest can get stuck at the point where you are supposed to wait for the effect to wear off if an obstacle blocked the spell from actually hitting you (the quest continues as if it had hit you, but no effects got applied so no effects can wear off).

                  * "The Old Ways" breaks and becomes impossible to finish if the book has already been found by the player.

                  * "Under Saarthal" - casting a fire based spell at the wall can cause a game freeze for some users (frost based spell apparently works fine, as does Unrelenting Force shout). Other people have reported that no amount of spellcasting affects the wall at all, other that dual-casting is the only way to fix it.

                  * "Under Saarthal" - when you have to Meet Tolfdir and the trainees outside Saarthal, all of the NPC's may never show up/get lost and confused trying to go where they are meant to.

                  * "Sentenced to Death" - you can get the dialog for the various "victims" by talking to them, before actually being told by Muiri who the victims are.

                  * "Purity of Revenge" quest cannot ever be started, if you were on the "Helm of Winterhold" at the time that you should have received the Purity quest (relating to the boss NPC already being killed?).

                  * "The Break of Dawn" - quest breaks if a summoned creature kills Malkoran shade - cannot be completed at all, must be the player that gets the kill.

                  * "Onmund's Request" - the quest breaks if the player has found/picked up the staff themselves before being given the quest.

                  * "Speaking With Silence" - after meeting Mercer at the catacombs entrance, sometimes the quest gets stuck - you cannot enter without a key, and Mercer does nothing but stand there.

                  * "Collect bounty from Skald" bounty quests sometimes don't update/clear after handing it in, getting stuck in the quest log.

                  * "The Legend of Red Eagle" seems to be (unintentionally) repeatable, if you read the book again after completing.

                  * "Repairing the Phial" doesn't update after collecting a Briar Heart (even if you collect one AFTER receiving the quest).

                  * "Battle for Whiterun" - sometimes it's impossible to accept the Jarl's surrender, the dialog simply loops indefinitely, with Vingar Grey Mane standing at the door unmoving - fast travelling at this point fails the quest.

                  * "The man who cried wolf" quest is not possible if the player is on the first bard quest granted there (the quests interfere with eachother?).

                  * "Summerset Shadows" and "Kill the leader of Uttering Hills Cave" quests both have the same target - you may have already killed the target on one of those quests, making the other quest impossible to complete.
                  * "Laid to Rest" - quest can get confused, with the crowd that follows you vanishing, Movarth respawning, and the next quest in line not triggering.

                  * "J'Zargo'S Experiment" - it's possible to kill more than 1 undead with a single scroll... if the player goes from 2/3 kills and kills two or more with the last scroll, the quest remains impossible to complete (and lists you as killing 4/3 or 5/3) - quest should check for player killing >=, not just =.

                  * "Steal the Dragon Breath's Mead for Olda" - Dragon Breath's mead doesn't always spawn, making the quest impossible to complete.

                  * Player can find Leifnarr's body at the bottom of a dungeon and get a message in the journal to tell his family, but no map pointer to the family - probably confused the journal because the player found the body before being given a quest?

                  * "Animal Extermination" style quests from the Companions, don't auto-unlock the houses the player is supposed to be entering to complete them, so the player is forced to be a criminal unless they attend the house at certain unspecified times.

                  * "Alduin's Wall" - Esbern and Delphine will bug out if the player had already previously discovered Sky Haven Temple and solved the puzzles inside themselves.

                  * "A Night To Remember" - if you are married to Ysolda, the conversation with her is strange (she doesn't mind you trying to marry a 2nd woman!?).

                  * Skjor reappears in Companion guild hall even after he dies in the quest line, may be related to being on/starting the quest "A Night to Remember" ?

                  * Freeing Thorald Grey-Mane at Northwatch, the guards completely ignore him when you escape with him in tow. You can sneak around while he walks around with weapon drawn right past guards who ignore him completely. Once outside and you talk to him and he says he needs to flee, he just stands around a bit further at a tree and does nothing of the sort.

                  * "A Blade in the Dark" - Delphine will sometimes not have any dialog options/responses to complete the quest after killing Sahloknir.

                  * After the companions funeral, the game sometimes gets stuck - everybody remains in a state of mourning, no further quests are received, and any NPC at the funeral cannot be interacted with properly any more (eg Warmaiden shopkeeper).

                  * "Hag's End" place of power misc quest was marked as completed upon finishing another place of power quest, despite having never been there.

                  * If the player had already found the book "Chronicles of Nchuleft", the quest to retrieve it from Gloomreach cannot be completed.

                  * Karliah can be asked about the Agents of Stealth, Sabotage, and Strife before entering the twilight sepulcher.

                  * Karliah will sometimes not have any dialog options to continue the quest after putting the skeleton key back and being given a task to talk to her, she will simply repeat "yes fellow nightingale" and nothing else.

                  * Performing the optional stage during Muiri's Brotherhood quest BEFORE killing the primary target causes the compass quest marker to vanish.

                  * "Return to the Jarl of Riften" doesn't appear to progress - questline just gets stuck at that point.

                  * "Loud and Clear" quest can break if the player had already broke into Honningbrew Meadery before starting any of the related Thief quests, or can cause problems initiating any dialog with the "new owner" after completing the quest.

                  * Esbern will offer to make a potion from one dragon scale and one dragon bone. Completing this gets you a potion that will give you the "dragon infusion (last entry)" perk. Drinking the potion does not always give you the perk, and the quest will remain active (only if you do not get the perk) but cannot be completed again.

                  * Once you get access to the Arch-Mage quarers in Winterhold College, all of the book fetching quest markers point you to go to the Arch-Mage quarters instead of the Arcaneum where Urag actually is.

                  * Urag can give you the Shalidor's Insights quest more than once, but subsequent times you cannot find the book and the quest marker does not appear.

                  * Tolfdir also seems to misplace his Alembic constantly. More often than there are instances of it around the College.

                  * Picking up the Left Eye of the Falmer off Mercer's corpse often fails to activate the Misc. quest to sell it to Delvin - for some people, it's still flagged as a quest item regardless. For others, it's a non-quest item and can be sold normally.

                  * During Sanguine's quest, if you speak to Ysolda before going to Rorikstead, it jumps the questline forward prematurely. You'll end up skipping several steps and may accidentally revisit them after completing the entire quest.

                  * During a sieging Solitude quest, the player can enter the city and find the city in "battle mode" (normal NPC's not present etc.), but the guards do not attack the player by default, and if the player attacks them, they will try to arrest and even send the player to jail - during a siege to make a city change hands?

                  * During the same Solitude siege quest, at the stage to force Tullius to surrender, Tullius cannot be talked to and the quest cannot be completed - with the city gates locked making the player completely stuck in Solitude.

                  * During the Storm-Cloak quest to free all the prisoners from the fort near Helgen, one of the Imperial guards that is necessary to kill to complete the quest had ran/teleported over to Whiterun, complete with a quest marker pointing there - but still had to kill him to continue the quest to free the prisoners.

                  * Talking to Nalacor quest from the mage's guild can get confused if you had already met and received the Azura's Star quest from Nalacor.
                  The Hackmaster

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                  • #10
                    * On the Wabbajack mission, sometimes a random crazy woman can follow you begging you to use the Wabbajack on her - however if you do, Delphine will start attacking you and prevent continuation of the mainquest - is this intentional (you just have to ignore the mad woman and let her follow you?).

                    * Sapphire sometimes gets stuck on the bridge by the Bee and Barb, and will not respond to anything or take part in any necessary final Thieve's guild questline ceremonies, and cannot be talked to about Shadr's debt for
                    "Under New Management".

                    * After defeating Ulfric, Ulfric's body remains with the other Jarl's ignoring the body - and some NPC's continue talking as if Ulfric is still alive (eg the dark elf in New Gnisis Corner club).

                    * Heavily scripted events struggle when the player doesn't "do as expected" - eg the very first intro escaping quest, if the player runs up to Alduin and jumps around, Alduin and all other NPC's will just stand around doing nothing, until the player walks to the next trigger point. Or if you run too fast in the intro dungeon, Ralof will stop and stand still rather than run to keep up with you - you have to run BACK to him before he continues on - you have to stay within a set radius for him to keep going.

                    * In Irkngthand Sanctuary, when going to confront Mercer, the script sometimes gets stuck - the player does not get dropped from the platform and nothing happens.

                    * If you dealt with Haelga during the Thieves Guild inital quest and then pick up her Dibella statue, it is permanently stuck in your inventory.

                    * After completing Markath beggar's quest to steal the Dibella statue, if you then talk to the Silver Blood Innkeep about rumors, you receive a misc quest to talk to the beggar. However no dialogue options are available from the beggar and it is stuck as incomplete.

                    * Faralda's entrance test quest for the Mage's guild sometimes gets stuck - the player is unable to cast a spell or continue past that point after buying a spell from Faralda.

                    * Sometimes Alduin will not spawn at all when looking back in time, though randomly will if you reload the game and try again.

                    * Sometimes after defeating Alduin, Alduin simply respawns, over and over.

                    * "Speak to Greta about going to the Temple of Divines" can get stuck after convincing Greta.

                    * The quest for peace between the factions becomes stuck if the player has already started but not completed either quest to join a faction.

                    * Various "becoming the thane" quests remain in the quest log even after becoming thane/completing all quests in an area.

                    * Many bounty/dragon-location quests can be granted multiple times even after it's been completed, by talking to various tavern keepers, and receiving the same quest multiple times after previously completing tends to confuse the quest engine.

                    * Eye of magnus quest , the forcefield does not always break with the staff of magnus, and the quest becomes stuck at this point.

                    * Delvin will no longer take larceny items once the player has completed the main thief's guild questline (the dialog options to hand items in no longer appear).

                    * Paarthurnox sometimes becomes completely immune to all damage despite a quest to kill him.

                    * Karliah and Brynjolf are not always at the stone during the "Trinity" quest(s).

                    * Grelka's personal quest will never be granted, meaning the player will never get the opportunity to marry Grelka.

                    * "A Chance Arrangement" Brynjolf's distraction lasts forever and thus the player can never advance the quest line, as Brynjolf will never go down to the Ragged Flagon for the player to initiate dialogue with. Seems to happen if player leaves town too fast after planting the stolen ring?

                    * Aela may never give Totems of Hircine after becoming harbinger, she can give nothing but animal extermination quests over and over.

                    * After completing the Nightingale Storyline, Karliah returns to Snow Veil Sanctum rather than Nightingale Hall, and Nightingale Hall remains in disrepair.

                    * A number of bounty quests don't seem to spawn the bandit leaders correctly or at all (sometimes only the leader with no helpers, other times only the helpers with no leader). Having other quests going to the same location as the bounty quest also causes issue (only one set of NPC's for one quest or the other spawns, but clearing them out won't update both quests).

                    * Mirabelle's Tour can be interrupted by a random encounter (eg a dragon) - and if Mirabelle is interrupted mid-tour, she will never complete the tour.

                    * The Bard's Quest can become stuck if you have already picked any of the needed instruments up before receiving the quest (game does not acknowledge that you already have the items).

                    * The Bard's Quest does not remove the instruments from the player after completing, and you are stuck with quest items (same with many other quests/quest items).

                    * Disrupt the Skooma operation quest breaks if you have already cleared that dungeon before receiving the quest.

                    * An unknown quest in Winterhold, regarding an NPC girl "Isabelle Ronaila", does not get listed anywhere in the journal, making it hard/impossible to complete the quest.

                    * Completing quest-lines for Companions, Thieves Guild, other major areas etc. appears to have no benefits - re-entering the Thieves Guild, Companion Halls etc. you still get passing comments as if you have just been dragged up from the gutters and are a nobody - is this because of further quests not appearing, variables not being flagged, or is there simply no dialog lines/scripted events to occur once you have achieved "great deeds" for these guilds?

                    * Even if the mobs in a dungeon you had previously "cleared" (and set the cleared flag on) have respawned, a quest/NPC that requests you to clear that same dungeon will never consider the quest complete if you clear it again.

                    * The "fortify" buffs you get on a particular mage guild quest can sometimes get stuck on your character, giving you the equivalent of permanent, infinite magicka.

                    * The Greybeards can tell you there is a word of power at "Greywater Gorge", when they mean "Sunderstone Gorge" (wrong quest pointer location).

                    * "Search for Valdr's Hunting Party" - Valdr was not waiting outside the cave or anywhere else, and the quest marker (randomly?) points to Solitude - perhaps a stage of the quest is missing or is automatically skipping?

                    * "With Friends Like These" - you can pickpocket the captives' hoods, and they will still pretend the hood is on them during conversation.

                    * Dark Brotherhood contract to kill Narfi does not consider that you helped him find his sister before. When you go talk to him he does not recognize you at all.

                    * Riften, Haelga's Bunkhouse - Make changes to ledger quest - An un-activatable box on the first floor is the target instead of the ledger, and the quest cannot be continued/completed.

                    * "Help the people of Haafingjar" (Solitude) can get stuck at 5/5 in the journal even though the player is already Thane.

                    * Gauldur's amulet quest won't update in the journal with new/next objectives after collecting every piece (may relate to the player having already been to Reachwater Rock beforehand).

                    * Disrupt the Skooma trade - quest is not completable if Maven has become Jarl (Joining the Imperials).

                    * "Stealing Plans" - plans are not always present in the Silver Hands hideout (may be if the player has already cleared this area before).
                    * "Kill Petra" - this quest gets stuck if you kill Petra before freeing the hargrave in the cage.

                    * "Promises to Keep" - if the player follows the hidden objective to tell Maven about the plan, continuing the quest/questline seems to ignore the fact that you told Maven about the plan.

                    * "In My Time of Need" - if the player helps the Alik'r capture Saadia, at the end of the quest Saadia is paralysed, falls to the floor, then nothing else happens - Kematu and Saadia just remain there. If the player zones out and comes back a few game days later, Kematu can be found saying he wants to go home, and Saadia can spawn, unparalysed, closer to the gate hostile to the player. Has some scripted event gone missing?

                    * "Hard Answers" - in Calcelmo's lab, the Azura's Worshipper as a follower will tell the player they "should not be in here" and cause problems - possibly related to some sort of faction clash despite being a follower.

                    * "Taking Care of Business" - sometimes everyone stands around in the market even after the arrest - nothing else happens, some script trigger is breaking.

                    * If you complete Azura's Shine quest, a random traveller can still approach you and suggest you travel to Azura's Shrine, putting the quest to visit it in your journal but unable to complete it even if you visit the shrine again.

                    * Animal Extermination quests can break randomly - the target of the extermination can already be dead when the player arrives (killed by another NPC?) - the quest cannot be completed at this stage.

                    * Cancelling the random Thief quests to steal items (eg if you are trying to get a quest to a specific area) doesn't despawn the item that got spawned as a steal target - eventually multiple items can stack up on top of eachother in the target locations.

                    * After Ancano activates the Eye of Magnus and the magic being attack the town - any attempt at fast travelling to to the college instantly kills the player, until the quest is complete.

                    * One of the "fishing" quests for the thieves guild, you are supposed to pickpocket a flawless emerald from Cairine in Markarth - Despite never having pickpocketed her before, the player can simply get the message "Cairine has already caught you" making it impossible to finish the quest.

                    * If you choose not to kill Barbas during the Clavicus Vile quest at Haemar's Shame, the conversation can be interrupted (perhaps by talking to the dog?) and interrupt the script that Barbas will remain in the world.

                    * Pale Lady quest sometimes cannot be given, as the battle outside the crypt does not always trigger (Eisa will just stand there with no dialog options).

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                    The Hackmaster

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