Buglist so far (Thread #3)

Post » Tue May 22, 2012 7:16 am

Forgot to say, the enchanting bug, that while I scroll with my mouse wheel between the enchantments, my view changes into 3rd person perspective and while scrolling the list, so is does the camera distance changes.
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kat no x
 
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Post » Tue May 22, 2012 2:29 pm

Doing the Thieves guild quest: Hard Answers, inside Calcelmo's lab, I have the Azura's worshipper as a follower, and when in the lab I try to speak to her she says "You're not supposed to be in here." She will follow me as per normal though and sneaking around she still gets detected by the guards.
So I go out the entrance to the museum and tell her to Wait for Me, she says she will. Then I go through the door back into the lab again, and she followed me back in there, but is still in "Stay there" mode. When I try to talk to her however she says "You're not supposed to me in here." And I can't get her to follow me again. The only thing I can do is hold "E" and direct her to certain spots. Except the door leading her out of the lab.

So I have a follower that won't follow or enter conversation dialogue with me, and now I have no choice but to kill her.

Well played, Sir. She's my favorite follower so far and you've forced me to murder her!

lol
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yessenia hermosillo
 
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Post » Tue May 22, 2012 6:44 pm

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.

Silent roll is performed continuously when weapon is drawn and in 1st person. When in 3rd person or if weapon is sheathed, you cannot do more than 1 roll holding the sprint key down.

My Khajit female is so short she slashes them across the chest instead when she does a backstab.

And I thought the silent roll thing was a feature. ;) I always have my weapons out in the wild while I roll anyway.
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des lynam
 
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Post » Tue May 22, 2012 9:35 am

So I figured I would confirm the bugs that I have encountered and give my computer specs in an effort to help narrow down the issues and system setups that cause the bugs.

As a side note, the game is amazing regardless of bugs. :D

My specs:

Asus p5n32-e SLI
Intel Core Duo 3.0Ghz
EVGA 8800 GTS GeForce 640mb x2 in SLI
4gigs DDR2 RAM
640 gig HD

Running the game via Steam.

Below are the bugs from the list that I have encountered minus "bugs" on the list that were really complaints about the game.


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" (http://cloud.steampowered.com/ugc/632983187991567401/3BF7D999EEABA332483ACEC6B49024FDE4C33369/) - 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?).

* .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?

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

* Certain sets of armour 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 armour for example).
* Sheathed daggers/other weapons have many clipping issues with many armour sets in third person.

* 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. (http://cloud.steampowered.com/ugc/650997586435170684/3BEB85EF13638E5B5091016E41B19E8CC5D6A6E0/,http://cloud.steampowered.com/ugc/650997586435172024/6FABBD177FDAEFD46420B71996C281DF4FF6F363/)

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

* 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?).

* 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.)

* 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.

* 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).


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?

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

* 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).


* 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.


* 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.

* 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"?


* 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.


Interface, UI & Controls

* 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.


NPC's, Companions, Creatures and their AI

* 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.

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

* "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).

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

* 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 armour, remove all the steel armour 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 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.



I gave up after this point, but these are the bugs I have personally encountered so far.
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Markie Mark
 
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Post » Tue May 22, 2012 8:56 pm

And another bug (and/or "feature"...Radiant AI, you never fail to disappoint and amuse) for the NPC/AI pile.

A Whiterun guard was killed during the dragon attack on the Western Watchtower (as part of the MQ). His body is still by the side of the road, many days later. I happen to be passing by at the same time as a random encounter group...who spot the body and proceed to go all, "oh no! A murder!" all over it.

This draws the attention of the watchtower's surviving guards, who proceed to turn around and accuse my character of murdering the fellow. Apparently standing within the same mile radius made her look suspicious. I dunno.

This despite the fact that I know he was killed by a dragon, and I have no counts of murder in my game stats. :wacko:
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Jonathan Egan
 
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Post » Tue May 22, 2012 11:45 am

One to add... re:

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.

The best way to break it completely is to look upwards while swimming. May be the water's refraction shader, but the sky then looks like several nested hexagonal parts with maybe a few random polygons here and there for good measure.
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NAtIVe GOddess
 
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Post » Tue May 22, 2012 5:55 am

Found a quest/NPC related bug in "In My Time of Need"--or rather after finishing it. Spoilers!

With this quest, I opted to turn Saadia (the Redguard noblewoman) in to Kematu and the other Alik'r. Everything went off without a hitch and I got my reward from Kematu. Saadia was on the ground outside Whiterun Stables, paralyzed by a spell effect. Kematu walked over to her but, other than that, made no move to leave.

I then packed up and headed out to Riverwood for about two in-game days. When I came back to Whiterun, Kematu was still there, talking about how he wanted to go home...no sign of Saadia.

That is, until I got further up the road toward the gate. Out pops Saadia out of nowhere, wielding a dagger and trying to stab my character's face in. (Perhaps understandably, but still.) My best guess is that the game failed to remove Saadia (and possibly Kematu) from the gameworld before the spell effect on her wore off--possibly this was caused by my leaving the cell for a couple days? No idea. Either way, the paralyzing effect wore off, prompting her to get back up and aggro on my character once I got back within range.

Given there's no mention of this particular quest outcome on the UESP wiki, I'm gonna go ahead and say it's a bug. :P Saadia needs to be removed from the gameworld before she gets back up and gets stabby on the player.

Edited to add: after I killed Saadia, entered Whiterun to sell some loot and then left again, Kematu had finally vanished.

That quest didn't antisipate what I did =(
I went along with Saadia until I reached Kematu in his cave, at that point I switched sides.
However after turning her in & getting the reward from Kematu, I attacked & killed him.
This caused the paralysis on Saadia to expire, and she promptly attacked me!

Strange that the guards didn't seem to mind either of the murders.
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Tinkerbells
 
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Post » Tue May 22, 2012 11:47 am

Hm hm, I don't know if this is a common problem since this list seems pretty comprehensive and it isn't represented, but oh well. I got the third word for Slow Time instead of the second when I went to Hag's End. The wall in Korvanjund is making the "word of power nearby" sound, and when I'm close enough to it the "transferring power, please wait" sound too. The word is blue on the wall, but not glowing. I stopped playing there in order to look for a problem, but for now I guess I'll just settle for telling people about it.
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vanuza
 
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Post » Tue May 22, 2012 5:14 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.
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mollypop
 
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Post » Tue May 22, 2012 3:08 pm

*You cant use the sword in your left hand and shield in the right. I played without a shield for a while because I wanted the sword in the left hand - consequently, I never saw a cut scene finishing move. I've since started using the sword in the right hand (not ideal for how I have my keys set up) and cut scene finishing moves are working now.

* Being overburdened is not really a problem anymore because we can still walk back outside, get on the horse and fast travel - okay it takes a little longer, but the extra 500gps is worth a short, slow walk.
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Lisha Boo
 
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Post » Tue May 22, 2012 8:22 am

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.
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Ernesto Salinas
 
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Post » Tue May 22, 2012 8:01 am

All right, one more bug, I swear. This one has to do with arrows. If an arrow lands somewhere besides my character or an NPC--say it misses and hits the ground, and is laying flat on the ground--if I leave the cell where that arrow is, then re-enter it, when I come back the arrow is sticking straight out of the ground at a perfect 90 degree angle. As if whoever shot it was hovering directly above the earth at the time.
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Sista Sila
 
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Post » Tue May 22, 2012 8:32 pm

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.

As far as I am aware, using console won't disable them. I used TGM to move my entire house contents from one house to another (to save 16 trips) and I still get achievements.

I'd also like to add that from what I have seen, Skyrim only uses 2 cores at most, and almost all shading/drawing is done by the CPU and not the GPU

To further confirm this, open up some sort of GPU/CPU monitor overlay and run around some texture/shadow heavy areas. I would, but my game crashes every 5 minutes with no error. Presumably due to the 2gb thing. I'd also further speculate that due to being optimized for XBox, they forgot to recode the PC engine to unlimit the 512mb shared resource thing, since that's all the XBox has (not to mention only 3 cores)

Spoiler
Inside, the Xbox 360 uses the triple-core IBM designed Xenon as its CPU, with each core capable of simultaneously processing two threads, and can therefore operate on up to six threads at once. Graphics processing is handled by the ATI Xenos, which has 10 MB of eDRAM. Its main memory pool is 512 MB in size.
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Averielle Garcia
 
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Post » Tue May 22, 2012 7:27 pm

I'd like to add the issue of the odd occurrence of every NPC in Dragonsreach (along with several others in Whiterun) becoming mysteriously hostile even without any bounty or vampirism.
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He got the
 
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Post » Tue May 22, 2012 2:28 pm

Not sure if this has been mentioned in this thread but the sneaking skill seems to work and stop working after reaching 100. I am able to kinda get passed it by changing my boots but others aren't able too. Sometimes you get noticed every time you move but they won't attack and other times they can see you very far away even in a dark dungeon or in the middle of the night.

I started a thread here regarding this bug.
http://www.gamesas.com/index.php?/topic/1291472-sneaking-is-broken/page__p__19491662__fromsearch__1#entry19491662
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James Potter
 
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Post » Tue May 22, 2012 5:37 pm

I've been experiencing a really annoying bug recently. I am in Saarthal retrieving the second amulet piece and also doing the quest for the college. I have a follower with me, as well as meeko and barbas (dogs). Anyways I accidently tell my follower to attack barbas and they start fighting. Problem is that I can't tell my follower to stop attacking and he can't kill barbas. This occurs near the boss so the mage teacher also jumps in the fray, which means that he won't deactivate the shield on the boss, rendering the boss completely immortal. I can't get my followers to stop attacking barbas other than killing them, but I don't really want to lose them. I tried leaving the dungeon, but I realized that they don't follow me out. I run back to where I left them and they are still fighting each other. Also tried skipping ahead 24 hours, didn't do a thing.

Really hope someone can help me with this because I can't pick up another follower because they say I already have one. Thanks
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Charles Weber
 
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Post » Tue May 22, 2012 6:47 pm

Combat/Controls:
-I've had a similar problem to the "shouts unequipping" bug. Frequently I'll try to shout during combat and be unable to, this is rectified by lowering my weapons. It may have to do with the key I've bound shout to (H), or it may be a problem with the animations.

UI:
-As far as I can tell there is no way to tell how much Unarmed damage I'm doing. Since Unarmed is so (theoretically) powerful, this is a problem.
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JAY
 
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Post » Tue May 22, 2012 6:26 am

I have completed the Azura's shrine quest, however I subsequently spoke to a traveler who suggested I visit Azura's shrine. This has added the first entry for the quest to my journal (Visit Azura's Shrine) despite there being nothing left to do. Doesn't seem to break anything at least, since the dialog options for the Dunmer there are all as they should be, but there is no way to advance and clear the quest, of course.
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Lisha Boo
 
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Post » Tue May 22, 2012 1:36 pm

Quest Bug:

I got an animal extermination quest from Aela to kill a sabretooth cat in Greenspring Hollow, however upon arrival I find a dead cat with an arrow over it with no way to continue the quest. I did a google search and found other people had the same problem in the exact same circumstances. I tried to use a raise dead spell and it didn't help. I tried reloading before the quest the given, and the same thing happened again.

Model Overlap Bug:

Not really a major problem, but in Proudspire Manor there is a noticeable model overlap behind one of the mannequins in the enchantment room. I haven't looked in the room before I added the enchantment room upgrade, so it may not be there beforehand.
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glot
 
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Post » Tue May 22, 2012 4:54 pm

So I kill a dragon, but didn't absorb the soul - the fleshy corpse is plopped down in front of me but nothing is happening. Hmm, that isn't right. It was a clean kill, three power wacks with my two hander, no other attackers other than Lydia. So I check my shouts and notice that I have two shouts that I haven't spent a soul to activate yet. When I press the key to activate I get a pop-up telling me that I need a dragon soul to activate a shout, but I have 9 banked souls (ten if the dragon I just killed had worked properly). Later I find a word wall in a dungeon and get a new word, new shout, so I go to the shouts menu and am able to spend a soul to activate a shout, but am unable to activate the other two shouts I hadn't activated before. Apparently the 9 souls I've banked are no longer available to spend. That isn't good.
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Franko AlVarado
 
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Post » Tue May 22, 2012 3:11 pm

I don't know why this Bug is not in, but it i hate it.

I can enchant a weapon, and get about 400 charges, as long as i don't shut down the game, it stays like this.

but when i restart the game, the weapon goes down to about 50 total charges, and this really annoys me
i always have to make a new enchanted weapon when i start the game -,-
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josie treuberg
 
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Post » Tue May 22, 2012 7:56 am

I've started noticing tons of bugs in the last 24 hours after a pretty smooth ride since release. All with the thieves guild, all involving side quests and post storyline quest missions.

1. Thieves Guild guild master armor has a higher armor rating than Daedric armor...but it doesn't count as a matched set, so you lose the 25% extra from Matched Set perk in the light tree. Which means if you wear a full set, Elven or maybe even Leather armor is probably better.

2. On the Thieves Guild special mission in Solitude, the contact was several hundred yards outside of the city, down in the water. I had to go INTO the city, and then turn off collision and float out down to the water to talk to him, and then spend several minutes floating back up. Also on the way back something got really borked and the framerate went down to 1-2 fps.

3. If you cancel a burglary mission with Vex, the item you were supposed to steal never disappears. I was trying to get two jobs at a time done in a specific city, so I had to keep quitting jobs over and over until I got Vex's job to match with Delvin's. Eventually when I went to go do one, it was like there were several items stacked on the same spot on a table from previously cancelled missions. I had to toggle collision to get my face through a golden urn in order to retrieve the jeweled flagon inside of it.

4. I was given a burglary mission inside Heimskr's (sp) destroyed house in Whiterun. There was no quest market and I looked forever. Then I googled and realized there was no way in because its destroyed. I had to use "coc WhiterunHeimskrsHouse" to get inside, and then I could just use his door to exit.

5. It's impossible to turn in the last special item to Delvin (the stuff that gets placed around Mercer Frey's desk). The quest never activates. If a developer or someone else in the know reads this, what "setstage" command can I use to trigger it? I have the east empire company trading map to turn in.
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Heather Stewart
 
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Post » Tue May 22, 2012 7:43 am

So I kill a dragon, but didn't absorb the soul - the fleshy corpse is plopped down in front of me but nothing is happening. Hmm, that isn't right. It was a clean kill, three power wacks with my two hander, no other attackers other than Lydia. So I check my shouts and notice that I have two shouts that I haven't spent a soul to activate yet. When I press the key to activate I get a pop-up telling me that I need a dragon soul to activate a shout, but I have 9 banked souls (ten if the dragon I just killed had worked properly). Later I find a word wall in a dungeon and get a new word, new shout, so I go to the shouts menu and am able to spend a soul to activate a shout, but am unable to activate the other two shouts I hadn't activated before. Apparently the 9 souls I've banked are no longer available to spend. That isn't good.

You have to 'unlock' it first by highlighting the shout and hitting r (default)
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FITTAS
 
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Post » Tue May 22, 2012 6:17 am

I've also had a bug during the College of Winterhold questline.

During this event:

Spoiler

After Ancano activates the Eye of Magnus and the magic being attack the town

Anytime I try to fast travel to the College specifically after this event starts, I instantly die. Once the entire questline is complete I can fast travel safely, however.
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Undisclosed Desires
 
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Post » Tue May 22, 2012 6:25 pm

That insanely long list is the reason why I haven't bought the game. And I've been longing for this game.

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.
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Epul Kedah
 
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