Buglist so far

Post » Sun May 20, 2012 5:33 am

* 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.

I think this is possible with every trainer that can be a companion. I can confirm being able to do this with all of the trainers in the Companions. Though as I was the Harbinger of the Companions, I thought that it only right that they give me free training :tongue:
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sexy zara
 
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Post » Sun May 20, 2012 2:04 am

I have encountered another bug - this time in relation to the Alik 'r warriors. I've completed the quest - but now they just stand in Whiterun - they don't go anywhere, just stand by the entrance... bugger off will ya!

Spoiler:
Also - there's a point in the game when you have to go back in time to learn a shout - I had my companion Aela the Huntress with me before reading the scroll - once I came back she was no longer anywhere - when I moved my player to her using the console, it took me to the top of the mountain where the time tear had been. She wasn't there...

There's also the Louis Letrush bug, where he's duplicating by the Whiterun stables...
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James Hate
 
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Post » Sun May 20, 2012 4:17 am

A few more mechanics bugs:

  • When you capture a soul and the gem changes from uncharged to charged it never stacks properly afterwards. The item has to be manually removed & readded to your inventory to fix it.
  • There is no way of knowing the size of a creature's soul before capturing it.
  • Finding the size of a creature's soul after you've captured it requires tediously checking your inventory before the kill, and then after to see what was filled. This would be trivial to fix with a change to the "Soul captured" message -> "xxx Soul captured".
  • When a killing blow animation plays, weapon enchantment effects are not applied to the kill. This is particularly noticable when you are using a soul trap enchanted melee weapon - souls will fail to be captured if you 1-shot enemies via a killing blow anim.
  • When a killing blow animation plays, short period debuffs on the enemy (such as 1s soul trap) will expire before the animation finishes. In the case of soul trap this will result in the soul not being captured. (if the animation had not played, the soul would have been captured fine)
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Taylor Bakos
 
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Post » Sun May 20, 2012 1:44 pm

There is a bug in the Miscellaneous Quest titled "Steal the Dragon Breath's Mead for Olda". The quest is given by Olda in Dragon Bridge. The quest is simple: you just need to steal the mead from a hidden stash/box inside a sort of cave guarded by 3 wolves. However, in the stash there is no Dragon Breath's mead. There are many bottles of Nord Mead and Alto Wine but not the one Olda wants. Here is a screenshot of the empty stash, when I took everything but the quest marker is still active pointing to an empty box.

http://img849.imageshack.us/img849/2679/2011112000002o.jpg

I tried to search the immediate area to find the bottle, I tried smashing the box, I even reseted the quest by restarting the game. Nothing helps, the quest seems to be broken.
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katie TWAVA
 
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Post » Sun May 20, 2012 8:38 am

* "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.

Yeah, this happened to me, but when exist and re-entered the stage the door was open, and I could "talk" to Esbern. Now you can not call that talking since he is not. Just the text dialogues comes up and he is completly bugged, he don't trigger properely especially when I arrived back to the tavern in Riverwood, I had to force him into the right spot and he still has not said a word.
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Dominic Vaughan
 
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Post » Sun May 20, 2012 5:33 am

I can't complete a quest for Skald (killing a giant) no matter that I've handed it in, the journal entry for it is still live.
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FoReVeR_Me_N
 
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Post » Sun May 20, 2012 8:12 am

I have a weird ass bug with Laid to Rest quest in Morthal. As far as I remember I completed it at some point. I had the quest, the crowd from town accompanied me to the cave, but didn't want to go in, so I went alone. Killed Movarth, went back out, crowd was gone, went to the Jarl and finished the quest. Didn't get the quest to help people out/become Thane. Movarth's Lair is not treated as completed on the map. I went back there to figure out why and Movarth had spawned again. Killed him again hoping that'd trigger something but no.

Anyone encountered this before? Really annoying. :C
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Peetay
 
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Post » Sun May 20, 2012 9:44 am

The quest "The man who cried wolf" may not start in Solitude, thus making you unable to get the house there. When first arriving in Solitude and getting the message to go to the palace, it works when doing it right away (loaded a savegame right after entering solitude and the quest triggered correctly) but if not doing it right away, some other event (don't know which one) messes up the quest variable and prevents this quest from triggering (the quest can be started by entering setstage ms06start 5 but I don't know if this can potentially mess up another quest...can't wait for the CS to come out! )
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kennedy
 
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Post » Sun May 20, 2012 4:46 am

That's a pretty impressive list. Well, actually I'd rather call it unsettling. Almost feel like just drop playing until the patch arrives, so many things that could break ...
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Emma Parkinson
 
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Post » Sun May 20, 2012 1:28 pm

Just an update on my previous post (can't edit anymore): after a quick verification, it seems that it was the first bard quest that was preventing the quest stage of "The man who cried wolf" from being set to 5 (the quest variable gets fixed to 5 at the top of the Blue Palace stairs).

Once the first bard quest has been completed entirely, it is once again possible to trigger The man who cried wolf...lazy scripting!
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Cash n Class
 
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Post » Sun May 20, 2012 2:13 am

The two quests below have the same target, and if you've already done the Thieves Guild quest like I have before doing the Miscellaneous mission provided by Annekke Crag-Jumper then you can't complete it unless you use the console commands: "prid 0007d67a" then "resurrect 1" to get him back to life as he's still dead when you go back. It might be the case if you do Annekke's quest before the Thieves Guild mission, but I can't confirm that as I never did it that way. The quests are:

Summerset Shadows (Theives Guild)
Kill the leader of Uttering Hills Cave (Misc objective from Annekke Crag-Jumper)
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Phoenix Draven
 
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Post » Sun May 20, 2012 1:59 pm

Updated to this point, I think we're on about ~220 listed in this thread at the moment, or thereabouts :)

Shame they haven't released a changelog for 1.2 yet - they obviously HAVE a changelog, since the patch has already been submitted to Microsoft/Sony, so it must be a "finalised" patch (otherwise any changes would mean the patch needed to go through the recertification process again for consoles). Be nice to see how many of the bugs found so far are/are not due to be fixed in two weeks time!

Azzer I commend you and everyone else adding to this list, but did you know that the Unofficial Patch is already in progress?

I mention it because gamesas are listening to Kivans feedback via https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs - I believe they are going to try and incorporate as much of that as possible before they run out of time for supporting patches.

Once gamesas give up, what is left to do will become the http://www.gamesas.com/index.php?/topic/1214251-wipannounce-unofficial-skyrim-patch/

It would be very useful for the future if everything is consolidated into one :)
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x_JeNnY_x
 
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Post » Sun May 20, 2012 4:42 am

I dont know why. But i hear the same wind sound in the backround the whole time. even inside rooms or caves
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Misty lt
 
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Post » Sun May 20, 2012 6:19 am

First off, let me say how much I am enjoying Skyrim. Bethesda has really made some vast improvements over Oblivion and they should get one of these :goodjob:. However, I still have encountered a few issues.

My biggest issues so far have been:

- Rain falling through roofs and overhangs... I'm gonna catch my death out hear.

- Dual-wielding but only seeing one weapon when sheathed. It makes one wonder where the other weapon goes... :wink_smile:

- The path leading to the exterior entrance of the Dragonreach Dungeon has not been "blended" and it just looks bad.

- Horses disappear while riding them if you find yourself too close to an object or in a tight space. (Probably intentional as to not block your view in tight spaces... but it still hurts immersion.)

- People following you into buildings (including your home) in order to finish the conversation you started with them. (This is actually pretty funny and I hope Bethesda doesn't fix it.) :D

- The game crashing if I've been playing for an extended period of time. You start to notice it when the game begins freezing up, indicating that you better save quick... or else. (The fix so far has been to save and then restart my game... or just save and then let it crash. In any case it's one of the most frustrating bugs in the game.)

- Things you've killed sliding down mountains and hills at breakneck speeds... you'd think they'd hang up on something. "Quick! Somebody stop that loot!"

- Rabbits can swim faster than they can run on land. This is both hilarious and annoying because you think you have this rabbit cornered and then it turns into a speed boat leaving standing on the shoreline scratching your head.

- Flying mammoths... enough said.

- Where's our polearms, crossbows, and throwing weapons? Bethesda suggested early on that they might be in the game but I haven't seen anything. If they are in the game at higher levels, please let me know. Otherwise, shame on you Bethesda for getting our hopes up.

- When an area loads, you occasionally see actors sliding into place... sometimes from very far away. While this is quite comical, it does look terrible and I hope Bethesda can fix it.

- Actors occasionally die inexplicably. On one occasion, I was in Riverwood running around doing stuff and Stump the dog was barking happily. I went to go sell some items and when I came outside the dog had mysteriously died... I was only gone for roughly 15 seconds.
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Danielle Brown
 
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Post » Sun May 20, 2012 12:08 am

* 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.

I know this happened to me while Farkas was waiting for me during the Companions initiation quest. After that quest ended, I was able to recruit again. It may be that a future companion who is waiting for you somewhere is counted as a current companion while they wait (though any companions you already have don't interfere with this).


I recently discovered the Blood on the Ice quest and had a wonderful time with it. Needed multiple reloads to get things working properly.

Spoiler
1. The murder scene properly spawned one night at the graveyard. I, unaware of it, rested at the inn and did not see it until the next morning. There was no guard in sight. The quest could not continue without the guard to give it. Apparently, this happens if you don't go straight to the murder scene when it spawns. I had to do some googling to investigate and ended up having to reload a much earlier quicksave backup.

2. I ended up, like many others, with the Strange Amulet stuck in my inventory at the end. If internet accounts are right, there is a very precise sequence of dialogue that you need to execute in order to properly end up with the Strange Amulet turned into the Necromancer's Amulet. Do it one wrong way and you can't proceed with the quest; do it another and the useless Strange Amulet remains a quest item forever.


I've also had an issue with the weapon rack in the Whiterun home. I tried to place an enchanted Dwarven Warhammer on the rack, but a normal Dwarven Warhammer that I also had in my inventory kept getting placed instead. I could not place the enchanted hammer without discarding the normal one first.
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Brentleah Jeffs
 
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Post » Sun May 20, 2012 1:54 pm

I have a bug with "skill lvl"

For example, I had smithing and two-handed at 57 and destrucion at 27, suddenly I have smithing and 2handed at 24 for example and destruction at 73... T_T

I use the command player.setav to restart but they are still bug.

I use setplayerrace to change my hair colour and tattoo, i dont know if this is the cause of this problem.
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Mike Plumley
 
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Post » Sun May 20, 2012 9:50 am

In J'Zargo'S Experiment quest, you have to kill 3 undeads using the scrolls. But if you kill two of them with the last scroll you get stuck with a 4/3 completed listed in the journal. The script should test if >=
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Richard Dixon
 
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Post » Sun May 20, 2012 2:49 pm

Shield bashing sometimes does full weapon damage, including damage/effects from your weapon enchantment. I've seen my shield bash set stuff on fire, and one-shot enemies. This is a normal bash, not a power bash.
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xxLindsAffec
 
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Post » Sun May 20, 2012 12:36 am

Frost Dragons fighting frost creatures should use more physical attacks.
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Kristina Campbell
 
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Post » Sun May 20, 2012 1:56 am

Alchemy... Not sure if this is a bug, but using Jarrin Root with any other ingredient that also gives "damage health" effect, creates a potion that does over 5,000 damage... I hope this was intended :)

Edit: There are a lot of bugs reported... I hope the bugs reported here are new & were not overlooked or ignored by Beta Testers. It would be disappointing if they played the game to solely have fun instead of testing it.
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A Dardzz
 
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Post » Sun May 20, 2012 3:21 am

Alchemy... Not sure if this is a bug, but using Jarrin Root with any other ingredient that also gives "damage health" effect, creates a potion that does over 5,000 damage... I hope this was intended :)

Wow! going to have to give that a try! cheers!

Edit: There are a lot of bugs reported... I hope the bugs reported here are new & were not overlooked or ignored by Beta Testers. It would be disappointing if they played the game to solely have fun instead of testing it.

The testers are only responsible for finding the bugs, not fixing them.
I'm sure there were hundreds of known bugs in their tracker on release day, but they'd only hold back release for 100% reproducible bugs found in the critical path. Also the definition of critical path in a game such as Skyrim is itself rather ambiguous and open to interpretation.

Most of the bugs listed in this thread are cat. B, C, D, or RFEs.

The one bug I think they should not have shipped with was the incompatible audio sample rate bug that afflicted many people & caused the game to crash immediately on the main menu screen.
Fortunately a workaround was discovered almost immediately, but it's telling of the lackluster QA processes that such a bug could exist in a shipped product (and still remains officially unfixed 2 weeks after release!)
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Syaza Ramali
 
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Post » Sun May 20, 2012 5:02 am

I found a bug that renders me unable to kill Paarthurnox. He just sits there with zero health as I smack him with my axe. for some odd reason, the console command to kill him dosn't work either. :brokencomputer:

EDIT: This is after being asked to kill him, NOT after the main quest.

Bumping so this bug is added to the list
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Poetic Vice
 
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Post » Sun May 20, 2012 11:58 am

From what I can tell after sifting through every page in this thread my most majr bug has not been stated yet (I may be wrong).

My game keeps randomly freezing for about 3-5 seconds, sometimes back to back, while running around in the world. Doesnt usually happen indoors, and I notice it happens a lot more when im outside running around water or lots of trees/open areas. The whole screen stops then resumes however many seconds later.
This happens ALL the time, at least once every 30 seconds so it is not only incredibly annoying but almost makes the game unplayable.
I have had a few CTD's and whatnot but theyre not half as bad as this constant freezing/unfreezing.

I cant believe in over 9 pages no one has listed this.. I cant be the only one.
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ruCkii
 
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Post » Sat May 19, 2012 11:44 pm

From what I can tell after sifting through every page in this thread my most majr bug has not been stated yet (I may be wrong).

My game keeps randomly freezing for about 3-5 seconds, sometimes back to back, while running around in the world. Doesnt usually happen indoors, and I notice it happens a lot more when im outside running around water or lots of trees/open areas. The whole screen stops then resumes however many seconds later.
This happens ALL the time, at least once every 30 seconds so it is not only incredibly annoying but almost makes the game unplayable.
I have had a few CTD's and whatnot but theyre not half as bad as this constant freezing/unfreezing.

I cant believe in over 9 pages no one has listed this.. I cant be the only one.

Sounds like it's freezing to load stuff into memory. I get it but no way near as bad as you. Maybe tone down your settings a bit.
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Julia Schwalbe
 
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Post » Sun May 20, 2012 7:58 am

My game keeps randomly freezing for about 3-5 seconds, sometimes back to back, while running around in the world ... I cant believe in over 9 pages no one has listed this.. I cant be the only one.
That's because there's a lot of threads about that issue already, whereas a buglist usually refers more to gameplay bugs, not technical bugs.

http://www.gamesas.com/index.php?/topic/1282107-2-7-second-freezes-outdoors/

Read the first part of the "Workarounds" section in the first post, where the info about the enbdev.com patch is given - it has worked for many people.
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Silencio
 
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