Buglist so far (Thread #3)

Post » Tue May 22, 2012 5:49 am

I had a strange Ghosting image the other day, when this dragon appeared he landed and there was like a ghost image of him I spun around in order to take cover from his breath and when I faced him a agin it had dissappeared, it happened a few times but i didn't really think anything of it at the time. IF i see it happen again I'll post some pics.( No it's not my GPU as I have a Evga GTX 560 Ti Superclocked Ed) also the games runns @ 60 FPS everywhere and drops to 50 when I look straight into the sky, other than that the game is perfect.
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Guy Pearce
 
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Post » Tue May 22, 2012 1:32 pm

Outside Riften when I approach the city the game starts stuttering and ending with the game freezing. However when I installed the latest nvidia driver (290.36) I no longer get the freeze, but a CTD instead. Stuttering is still there tough. This happens with both the 4GB patch and without, I can get closer to Riften with the 4GB patch though. I also play with uGridsToLoad at 9 and lowering it does not help at all.

Are Where did you find the 290.63 driver? as neither Evga nor Nvidia have it on there sites. the highest both have is 285.62.

Edit: Never Mind I just googled it and found it's a beta driver. may have to try it out.
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Elizabeth Falvey
 
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Post » Tue May 22, 2012 6:27 am

I don't know if it's still a problem for anyone else, but I cannot complete "Taking Care of Business" because of everyone being stuck in the market, even after the arrest. Not sure if someone discovered a fix for it yet, without opening the console. Trying to avoid disabling achievements on Steam.
I used the console to advance the quest to the next stage, saved and exited, then reloaded. That will enable your achievements to keep going. That was the only workaround I could find. Even now, it looks like everyone is having a big party in the market, and it is rare that they leave.
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pinar
 
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Post » Tue May 22, 2012 8:33 pm

I've had some skeleton bones lying around Winterhold College... been able to ignore them until now.

http://steamcommunity.com/profiles/76561197995218802/screenshot/596954956139599849?tab=public
Yeah, I have the same. Except I got a skull hanging in mid-air and shaking and rattling like crazy. Even if you manage to throw away the ones on the ground, they will be back the next time you visit.
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Ash
 
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Post » Tue May 22, 2012 6:58 am

Updated to here now at 470 listed - almost at the magic 500+ listed before the first post-launch patch, which if achieved will result in a free magic bag for every person who's reported a bug!*

This list is for the PC version, right? Because about 75% of these issues reported are not occurring in my game. It's your choice whether you buy a game or not, but this list is not a fair representation of the gameplay that I've experienced so far.That said, there are still a considerable number of issues that I have experienced that are on the list and others that I've wondered about and had confirmed. After reading through that list and seeing that over half of them were contrary to what I had experienced, however, I was left wondering what kind of verification was being done by those reporting these issues. Any bug reports should be done with default INI settings and no mods present. Any bugs specifically due to INI settings should be listed as such. Bugs associated with mods have no place on these forums - take it to the mod's forum so the author can address it.

A bug doesn't only get considered a bug if it always happens, for everyone, in every single circumstance no matter what - if anything bugs often exist exactly because this isn't the case, and they occur because of unpredictable other events surrounding the situation. Eg being on quest 234 out of the possible 1,000+ and trying to accept quest 356 may cause a scripting bug, whereas not being on quest 234 may not. Going to location XYZ and picking up item 123 may cause a bug, whereas if you'd gone to location ABC first would not - you get the idea. Don't just think that because you completed a quest listed as bugged, that this means the quest must have no problems at all except in modded games or on broken computers, likewise for any bug listed, not just quest/script related ones!



* The promise of a magic bag may be a complete and utter lie.
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james tait
 
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Post » Tue May 22, 2012 12:21 pm

I have experienced most, if not all, of these, as well as others.

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

I cried when my stolen horse rocketed away to the other side of skyrim. I dismounted after being attacked by bandits and boosh off he went like a bat out of hell. I've also had my horse disappear completely when i steal a horse, run around some, encounter wolves/other low-creature, dismount and kill said creature in one hit, turn around and the horse is completely gone. May be the rocketing off thing, unsure.

I've also fallen through the road (particularly while spamming sneak/jump).
I've fallen through a mountain.
Climbed up a mountain and fell off due to half the mountain face missing.
Encountered some weird random untextured object in the middle of the road (the shadow for it was there, and I climbed up on it and there was nothing. If I find it again I'll screenshoot it with the location)
Been blown through dungeon walls (most annoyingly during the brothers amulet quest, the 2nd one I did west of falkeath I believe, where you also find the 'dog') He FUS'd me right through the wall and I died instantly.
I've had followers not do what I tell them to (particularly during Boethiahs Calling, the follower would not activate the stone thing, nor could I activate it. Had to setstage through it). I've had followers activate traps that kill me, enemies aggro me instead of my summon (for example, I'll be in sneak behind a rock after seeing an enemy coming down a road, summon a flame atrinoch on the road, and they instantly attack me even though I'm 'hidden').
I've been killed by lightning attacks even though my shock resistance is at 100% Same with fire/frost.
I've knocked bosses through the dungeon wall in werewolf form using power attacks.

Dunno if this is a bug or not, but during parts of quests that have you follow the dude or listen to him, if you stand too close they will say something to the effect of WE MUST HURRY! or whatever. Back off a bit and they start walking/doing whatever.
Dunno if this is intentional, but the fast attack shout won't work on any enchanted weapons.
Whenever I fast travel I always seem to be in nighttime. Dunno if its just me, but whenever I play Oblivion or Skyrim, I always seem to be in nighttime. Dunno if daytime is way too short, or its just me.
Sounds like your not running the game at 60FPS and/or disabled the games method of vsync. This breaks the games clock (Time of day etc.), physics as well as numerous animations/special effects.
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Silencio
 
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Post » Tue May 22, 2012 1:10 pm

Gotta say good work for everyone reporting bugs and the creator of this topic. Hopefully Bethesda will fix a lot of these in the future patches and when the creation kit comes out there will be a unofficial patch!
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James Hate
 
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Post » Tue May 22, 2012 4:26 pm

New bug - let's hit that 500!

1) Sometimes a dead Draugr (any draugr, can be a stock one, a wight, scourge or deathlord) becomes unlootable when killed for some reason. I've backstabbed this Draugr Deathlord in Reachfall cave (Namira's cave, don't remember the exact name) and it became unlootable. Reloaded from autosave, it became lootable. Has happened to many draugr prior, in various barrows and caves as well.

2) Minor bug - going into 3rd person view when stealthed will initially cause a Khajit's tail to flick back and forth spastically. Moving the camera a bit fixes this.

3) At Haemar's Shame, when completing the Clavicus Vile quest by NOT killing Barbas, if you talk to the dog immediately after turning in the axe (while Vile's still giving the whole Appreciate Ultimate Power when stuck in a cave for a few years spiel) then quit the conversation after Vile tells Barbas to come back, Barbas will actually have something to say when Vile starts considering double-crossing you, since he skipped the script which unsummons him and causes his statue to appear by Vile's side. He then proceeds to stay in the game world and not turned into a statue (which will also not appear, but the quest is still flagged as having completed the good way). Note that I reloaded after this since I did not want to find out what bugs leaving Barbas in the world would cause later on.

4) Edit: Placing bows on the left/right weapon racks in the Proudspire Manor basemant causes them to... well, not place properly. They stick out, like sore thumbs. (Have I mentioned this before?)

5) Edit: I forgot one more bug - When an NPC stops to 'greet' you (talking without starting a proper convo action) - transiting into any house or building causes them to follow you in to complete their dialogue.

The bloated savegame bug - has this been added? My savegames are now 15mb and causing notable slowdown when loading areas.

Edit - I actually enjoy reading the buglist. It's almost as entertaining as playing Skyrim sometimes.
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Gemma Woods Illustration
 
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Post » Tue May 22, 2012 3:47 pm

? 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.

? Some textures won't load at all. When this occurs, you become unable to capture screen using Steam screenshot feature or other external programs (e.g. Fraps). You can, howewer, use PrintScreen to capture screenshots through the game itself.
Affected objects are otherwise rather common in game (witnessed: Leather Armor, Leather Bracers, Solid Dwemer Metal), but it seems like they appear non-textured only in Riften and not always.
Here is a screenshot: http://imageshack.us/photo/my-images/573/yoghurttextures.png/
This also sometimes happens to the female argonian at "Bee and Barb" - also in Riften. Her body and tail lose textures while her face and clothes remain textured.
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Eve Booker
 
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Post » Tue May 22, 2012 6:58 am

Bug:

My sweet dear pack mule Lydia has been suffering from a severely diminished carrying capacity. Using the console to look at her inventory, I saw that she was in fact hauling 30 pieces of her very own companion-specific Hunting Bow. Perhaps Lydia has her bow count incremented each time the system attempts to reset her default equipment.
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Jonny
 
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Post » Tue May 22, 2012 5:41 pm

I was not able to get the 'Pale Lady' quest. There was no battle outside the crypt. Eisa was just standing there and provided no dialogue beyond generic one-liners like 'Yeah?' Everything proceeded pretty much normally from there. Ra'jirr was killed by the Pale Lady at the end, I was not prevented from claiming the sword and/or putting it on the pedestal, and I could read all of the notes and converse with Kyr. After placing the Pale Blade on the pedestal and retrieving it, it was no longer flagged as a quest item. So nothing really game-breaking, but the quest was never added to my journal because whatever was supposed to happen outside the crypt malfunctioned.
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Cesar Gomez
 
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Post » Tue May 22, 2012 4:58 pm

Seems to be quite a few cases of things spawning again and again. From skeletons respawning on top of eachother, items for quests stacking on top of eachother, items duplicating in vendor lists and on mannequins, companions equipment gradually copying itself over and over filling companion inventories, shaders on nirnroots cloning themselves again and again and never vanishing - and who knows what else not yet witnessed/not visible without going into editors - seems to be some real core issues at the heart of the engine where things being given entirely new copies rather than simple "reloading" on zone-loads and zone-changes - god knows what effect that has through a long-term playthrough to save file sizes, crashes, slowdown issues, memory leaks etc.
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Austin Suggs
 
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Post » Tue May 22, 2012 10:18 am

A really, really annoying bug (if you want to call it that) is the overlapping of ambient dialogue and quest (or interaction) dialogue that sometimes appears. For example last night I was visiting a daedric shrine to turn in a quest and the shrine's voice spoke to me as I approached, as they tend to do. This is a proximity trigger. Then, as I turned in the objective, the quest dialogue started. Both voices spoke over each other, so I was unable to hear what the hell was being discussed. It was very, very clumsy and ruined whatever immersion I could have gained from it. Plus I didn't hear whatever possibly snarky comments the daedra was making.

This happens in other situations, too. This is just one example.

It was also prevalent in the Hall of the Dead quest in Markarth, at the beginning of the Namira quest line. When the woman appears and tells you to meet her at a cave. Her ambient narrative echoes through the catacombs, then she runs up and talks to you and the two voices overlap. At least they did for me. Hella annoying.



/daily hella quota now satisfied
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Oceavision
 
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Post » Tue May 22, 2012 10:25 am

Bug:

Halldir (of Halldir's Cairn) is a jolly good fellow once he is dead, as he just keeps on giving (numerous copies of Halldir's Staff).

Bug (or not):

Ye olde "carry yet one more piece of loot home in the air in front of you, where its weight does not count" trick does seem to work for weapons but not for armor. The couple of times I have tried it with armor the piece seems to suddenly vanish in mid air, always at a specific location, and I would suspect that this happens at a cell boundary. Since the whole trick is mildly "cheatish", it may or may not be proper to call it a bug (who knows, it may even be intentional), but it may also be a symptom of some other issue, possibly dealing with object ID's assigned to new world items dropped by the player. (There was a major issue with those in Oblivion.)
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Jonny
 
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Post » Tue May 22, 2012 5:26 am

So after looking at the buglist, and then the apparent changelog for 3 weeks wait for the 1.2 update (pasted below and http://www.gamesas.com/index.php?/topic/1294878-12-update/);
Improved occasional performance issues resulting from long term play (PlayStation 3)
Fixed issue where textures would not properly upgrade when installed to drive (Xbox 360)
Fixed crash on startup when audio is set to sample rate other than 44100Hz (PC)
Fixed issue where projectiles did not properly fade away
Fixed occasional issue where a guest would arrive to the player's wedding dead
Dragon corpses now clean up properly
Fixed rare issue where dragons would not attack
Fixed rare NPC sleeping animation bug
Fixed rare issue with dead corpses being cleared up prematurely
Skeleton Key will now work properly if player has no lockpicks in their inventory
Fixed rare issue with renaming enchanted weapons and armor
Fixed rare issue with dragons not properly giving souls after death
ESC button can now be used to exit menus (PC)
Fixed occasional mouse sensitivity issues (PC)
General functionality fixes related to remapping buttons and controls (PC)

I felt a little disappointed. Not a single quest/script event fix at all, let alone the huge multitude of engine issues? *sigh*
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lisa nuttall
 
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Post » Tue May 22, 2012 2:33 pm

I assume this is on the list already, but I have the bug specific to windows XP (i think) where you must run the game in win95 or win98/me compatibility mode to prevent 5-7 second freezes while outside. The freeze happens every 1-2 minutes for a good 5 seconds and then the game rights itself and you keep playing.

I'm kind of shocked it wasn't fixed.

Again I'm assuming this is already on the list (i cant seem to find it with the /find functon though), but here's the fix.

As of now I have to go to the game file inside the 'steamapps' folder, set it to win98 compatibilty, then EVERY time I start the game I do these steps:
1. start the game
2. alt tab to task manager and set the core afinity back to 2 (it defaults to 1 when in win98 compatibility mode)
3. alt tab back into skyrim and have it not come up
4. alt tab back to task manager
5. alt tab one last time to skyrim and now it pops up ready to go.

This fixes the issue, but Im never sure if Im using all of my PC's power while in compatibility mode.
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Amysaurusrex
 
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Post » Tue May 22, 2012 9:38 am

I've run so many unofficial buglists like you for other games and share your pain. It rarely gets looked at and the majority of big corps simply ignore your list or try to hide it. Bad publicity and all.
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Kara Payne
 
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Post » Tue May 22, 2012 10:13 am

Now compare this unofficial list with the fixes of the 1.2 patch... I think I can play Skyrim in 2 years if they continue to fix the game that slowly. 1.2 doesn't even fixes the Esbern quest bug. Really hope for a giant unofficial community patch to come when the CK gets released. :talk:
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Chase McAbee
 
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Post » Tue May 22, 2012 12:26 pm

Quest Bug: Shalidor's Insights quest from Urag in the college of Winterhold. If the location is the Wolfskull Cave, there is no chest with the scroll.
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Lavender Brown
 
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Post » Tue May 22, 2012 8:15 am

Add another one... Keening from the quest Arniel's Endeavor is is not charged when found and I cannot charge it after Arniel uses it... So it's just an normal dagger that says it's a magical one but does not charge (doesn't even let me press T to charge it...) :/
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HARDHEAD
 
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Post » Tue May 22, 2012 9:10 pm

Helm of Winterhold quest given by the Winterhold Jarl is repeatable as if a radiant quest, when it should not be based on the dialogue of the Jarl. Unless the Jarl keeps losing it somehow...
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Trista Jim
 
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Post » Tue May 22, 2012 6:53 pm

Leaving the Pilgrim's Path in "Darkness Returns" (TG09) after you have entered it breaks the quest. Upon returning later the door to the path is closed and cannot be opened again.

Using TCL to walk through this door and continue the quest I've encountered some of the listed bugs for Karliah. I've also had Karliah return to the basemant of the inn in Winterhold instead of Snowveil Sanctum; she has the same dialog you would expect if she properly returned to Nightingale Hall. Enthir never leaves the Inn to return to the college; this is a problem because he only sells his good stock when he's in his room in the college.

Returning to Calcelmo's lab starts "Hard Answers" (TG06) again, even after the quest has been completed. If you try to follow through with this, when you return the charcoal rubbing to Enthir he will begin to read it, and never stop ("This person is busy").
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Vahpie
 
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Post » Tue May 22, 2012 12:26 pm

Lol I had to look really hard to notice the skybox seams
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Saul C
 
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Post » Tue May 22, 2012 8:14 am

Two more bugs.

1) Entering a brawl whilst wearing enchanted armour that does AoE damage (such as http://elderscrolls.wikia.com/wiki/Ebony_Mail_%28Skyrim%29) will cause magical damage to your opponent that breaks the rules of the fight (consequently you'll get a bounty & the entire town will agro on you).

2) If you approach a guard whilst you have your fists equipped you'll be greeted with the "A guard could get nervous, a man approaching him with his weapon drawn." dialogue. I guess they expect heros to walk around Skyrim with hands in pockets. (Does Daedric Armour even have pockets?!)
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e.Double
 
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Post » Tue May 22, 2012 8:56 am

3) You can get 'inside' (but not 'into') Riften by climbing over the wall.(By going from roof to roof in the dockside exterior area using whirlwind shout).
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patricia kris
 
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