Patch 1.4 Unoffical Thread #3 With Changelog!

Post » Sat Jun 09, 2012 10:50 am

What I wish for has all been mentioned before and Bethesda has ignored it. Thier practice of letting modders fix their game is going strong, though with the large number of console users now they might want to consider another option that involves them fixing their own game.

Just because it’s not in this patch don’t mean you’re being ignored, or that Beth won’t fix something that is truly broken. It just may be in another patch later on. BTW, one of my big bugs is widely known (Legion Civil War path that gets stuck) and it’s not mentioned either, so I understand where you’re coming from. But it looks like they have a pretty big patch, and other things might have been deemed higher priority than the issues you’ve had. What were your issued by the way?
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Hannah Barnard
 
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Post » Sat Jun 09, 2012 3:25 pm

So looks like I STILL won't be able to buy the house in Markarth and become Thane.
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KRistina Karlsson
 
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Post » Sat Jun 09, 2012 1:58 am

OMG they didn't fix the dual wield hot key issue. That [censored] is annoying as hell.
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Laura Shipley
 
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Post » Sat Jun 09, 2012 4:50 am

Optimizations ftw. I guess they must have heard of TESVAL and Skyboost.

My god, they should be so ashamed of themselves.
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vanuza
 
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Post » Sat Jun 09, 2012 1:29 pm

This is extemely dissapointing for me... Bethesda did not read my post about a bug in the Thieves Guild were Karliah dissapears wtihout giving me "THE PURSUIT" quest.... Now I cannot finish my Thieves Guild questline until another patch(Who knows when that is coming....) Here is proof:
  • The Unusual Gem inside the Thalmor Embassy is now accessible after finishing "Diplomatic Immunity"
  • In "Breaching Security", the quest token is no longer required to receive a fortune reading from Olava the Feeble
  • Fixed issue where Galmar would not complete Joining the Stormcloaks properly if "Season Unending" was an active quest
  • Fixed issue where starting "Season Unending" after finishing "Joining the Stormcloaks" would prevent "The Jagged Crown" from starting properly.
  • Fixed issue progressing through "Message to Whiterun" while "Season Unending" was still open would block progression for both quests.
  • In "Arniel's Endeavor", fixed issue where a quest journal would trigger multiple times
  • In "Forbidden Legend", the amulet fragment can no longer disappear after player leaves a dungeon without taking it
  • Fixed rare issue in "Forbidden Legend" where killing Mikrul Gauldurson while sneaking would make his corpse unaccessible
  • In "The White Phial", the phial can no longer disappear if player leaves dungeon without taking it
  • "The White Phial" will now start properly if player already has a briar heart in their inventory
  • Player can no longer get stuck in Misty Grove after completing "A Night to Remember"
  • Fixed issue where leaving Riften during "A Chance Arrangement" would prevent quest from progressing
  • In "Darkness Returns", a door in Twilight Sepulcher will properly open if the player leaves the dungeon for an extended period of time before completing the quest
  • In "Revealing the Unseen", if the player leaves the Oculory for an extended period of time after placing the focusing crystal and returns, the quest will proceed correctly
  • "Onmund's Request" will now start properly if player has already found Enthir's staff before receiving this quest
  • Fixed instance where Tonilia would stop buying stolen items and also would not give Guild Leader Armor
  • "Repairing the Phial" will start properly if player already has unmelting snow or mammoth tusk in their inventory
  • Finding Pantea's Flute before speaking with Pantea no longer prevents her quest from updating
  • In "The Coming of the Dawn", fixed rare instance where a quest object would spawn incorrectly on the Katariah during Hail Sithis
  • Fixed rare issue in "The Mind of Madness" where player is unable to equip the Wabbajack
  • Fixed issue in "Pieces of the Past" where Mehrunes Dagon's Razor will not trigger properly if player leaves the cell for extended period of time before activating it
  • "Blood's Honor" will start properly if you visited and completed Driftshade and an extended period of time passes before starting the quest.
  • Fixed rare issue where "Dampened Spirits" would not start properly
  • Fixed issue where player would be unable to become Thane of Riften if they purchased a home first
  • Fixed issue where killing guards in Cidhna Mine would block progression for "No One Escapes Cidhna Mine"
  • Fixed numerous issues with "Blood on the Ice" not triggering properly
  • In "Blood on the Ice", Calixto can now be killed if player owns a house in Windhelm
  • In "The Cure for Madness", killing Cicero then resurrecting him no longer impedes quest progress
  • Fixed rare issue in "To Kill an Empire" where an NPC would fail to die properly
  • Clearing Knifepoint Ridge before starting "Boethiah's Champion" no longer prevents quest from starting.
Better luck next time eh? :(
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Vicki Blondie
 
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Post » Sat Jun 09, 2012 3:56 pm

One major quest bug I've encountered that I do not see on the fix list: The empty fort bug during the Civil War quests (the one where there are no enemies or allies, but the quest has the countdown from 100% active). It wasn't that big of an issue for me, because I play on PC and just used the console to finish the quests. On another platform, this would be a show-stopper.

Now, I cannot play due to constant save game bloat CTD's, of which I'm not seeing any reassuring comments from Bethesda with regards to a fix.
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Paul Rice
 
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Post » Sat Jun 09, 2012 9:10 am

I didn't have most of these issues, in fact I had none of them. They don't fix any of the issues I did have however...
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teeny
 
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Post » Sat Jun 09, 2012 6:22 pm

Crap. My two bugs are not in there:

1) Karliah refuses to talk to me. None of the other theives will either... they are waiting for something to happen.

2) The old man in the cell has no voice files, and blocks the main quest from advancing.
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Dalley hussain
 
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Post » Sat Jun 09, 2012 4:10 am

Please fix the cornered rat issue. I have been stuck for over a month because I can not get the quest to start because I am the theives guild master.
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Jake Easom
 
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Post » Sat Jun 09, 2012 5:10 am

Most the balancing problems I've seen have been due to the players choice to break the game.

For example making 100 iron daggers to quickly max out Smithing. No one makes you do this, it's a choice. How's Bethesda going to stop you from doing this?

What about Destruction spells not scaling well? Destruction magic svcks at high levels. The master level spells are next to useless.

So the weapon racks are being fixed? I'm not sure but does it fix the Riften home? None of the racks there work or have ever worked.
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Tiffany Carter
 
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Post » Sat Jun 09, 2012 1:17 pm

Sounds like mostly they worked on everything in general and didn't spend too much time making the PS3 version as playable as the other systems, given that only ONE of those "fixes" in the release notes is PS3 specific and the PS3 seems to need the most work in my opinion. Let's just hope the vague release notes means the save file will shrink and the lag and lock-ups will at least happen every 4-5 hours instead of every 15 minutes to a couple hours. I am wondering why they didn't mention the civil war bug and the hotkey/stacking/duel wield complete disaster either as well as the nirnroot bug and the arrows bugs. As for the hotkeys/favorites problems they get me killed often as I have to sheathe/unsheathe to get them to work or my hands just become empty in the blink of an eye with no animation or anything. So I just stopped using them all together. I still can't believe there are only 2 hotkeys in the first place it just isn't enough, as I used to wish there were more than the 8 hotkeys in Oblivion already.

I think it's funny too how the concensus seems to indicate we shouldn't even be walking into our owned homes in game until we purchase all the upgrades too. I mean who does that? I don't. I buy the house and check it out and start using things in it before I upgrade anything. That's how it should be. But if you do that you are left with missing items, broken this and broken that. It kind of svcks though that after a couple months (and probably a couple more with another patch or two... or three... and so on...), so many things will not work if they were already malfunctioning in your current game, leaving most of us to start the game over from the beginning for a lot of these "fixes" to even work. That's why I stopped playing awhile ago, and why I might wait until another patch or two before I start a new game so all the "fixes" will definitely be working.

I'm glad they have been busy, and when this is released we will all see how much of a difference it actually makes, especially for PS3 users. Let's just hope they are ALREADY working on the next patch and still looking at player's save files. They said they have the best modders and that the creation kit is what they are really excited about and the game is a lot about the modding, then why release these games on consoles at all if you release them KNOWING that there will be lots of patching and modders doing the final touches to make it excellent. Anyways, I am skeptical since many things seem to never get fixed with Bethesda, but at the same time I am hopeful that my game will stop lagging and making me hard boot out of my PS3 so much. Backed up all my saves and still scared that my PS3 is going to break, and this next patch might alleviate some of that fear I have I hope. Good luck everyone and please Bethesda, keep working on this game we want it to work.

P.S. What does this mean does anyone know?

"Fixed issue where the player house in Windhelm would not clean up properly"
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Isabel Ruiz
 
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Post » Sat Jun 09, 2012 2:01 pm

This isn't the final patch note. I'm sure, as they read through these 3 threads, that more will be addressed later.

What I have seen and would like to see fixed.

- Karliah being stuck in either Frozen Hearth or Snow Veil, after the player becomes Guild Master.
- Thieves Guild members don't acknowledge you as the Guild Master.
- Nightengale Hall not updating after returning the Skeleton Key.
- The Twilight Sep. Chamber not openning once you enter through the portal.
- The House in Riften, in the master bedroom there is an extra table clipping through a book case.
- Some Helms wont show up on Mannequins.

That's pretty much it.
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Eileen Müller
 
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Post » Sat Jun 09, 2012 2:38 am

This isn't the final patch note. I'm sure, as they read through these 3 threads, that more will be addressed later.

What I have seen and would like to see fixed.

- Karliah being stuck in either Frozen Hearth or Snow Veil, after the player becomes Guild Master.
- Thieves Guild members don't acknowledge you as the Guild Master.
- Nightengale Hall not updating after returning the Skeleton Key.
- The Twilight Sep. Chamber not openning once you enter through the portal.
- The House in Riften, in the master bedroom there is an extra table clipping through a book case.
- Some Helms wont show up on Mannequins.

That's pretty much it.

1. Funny you mention that: Karliah is stuck in Bronze Water Cave for me.
2. Are there dialogue files for it? If not than it can't be fixed.
3. What update are you speaking of?
6. They are addressing it. Second note under Bug Fixes on first page.
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Elea Rossi
 
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Post » Sat Jun 09, 2012 6:57 am

Actually I think this IS the final patch notes, as they have to submit it and it takes a week or so to be available. So since they said around the 27th and that's a week I'd say this is final. And to those that are wishful that they forgot to mention some things they fixed, I wouldn't keep your hopes up. It appears that they listed pretty much every single thing they worked on so I wouldn't read too much into some of these "fixes". What you see is what's going to be "addressed" me thinks. I just wish more of it was PS3 specific, and that the one thing that is PS3 specific was, well... more specific, and less vague. Still, my fingers are crossed.

Edit: Ooops I guess there are actually two things in the list that are PS3 specific...
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Claire Jackson
 
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Post » Sat Jun 09, 2012 7:19 am

=\ What about "Speak to Greta about going to the Temple of Divines" Quest ?(this quest is about Amulet of Talos)



btw sorry for my bad english xD
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Richard Dixon
 
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Post » Sat Jun 09, 2012 2:05 am

I would just like one question answered by Bethesda actually:

Do you recommend we start a new game after we install this patch?
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Nikki Lawrence
 
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Post » Sat Jun 09, 2012 10:38 am

Still no fix for the problem with Thralls and disappearing bodies. This patch is a step in the right direction, but Necromancy still needs to be fixed.

EDIT: Just to clarify what I mean by "fixing necromancy." When you travel, you'll often lose your Thrall if you aren't excpetionally careful that they are sticking right near you. This happens even with Thralls of characters that were confirmed as permanent corpses. Fast traveling makes losing Thralls even worse. In addition to this problem, you'll lose bodies left and right when storing them in your home.
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Emmi Coolahan
 
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Post » Sat Jun 09, 2012 11:07 am

I would just like one question answered by Bethesda actually:

Do you recommend we start a new game after we install this patch?

Yes and no. Most quests that had issues should be resolvable after the patch. But, if the save has dodgy info in it from the bug, it may not work. So, the recommendation is to load up the save and try it. If that does not work, try an earlier save, if you have one. Then you may want to start a new game.
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Kara Payne
 
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Post » Sat Jun 09, 2012 7:14 am

They finally fixed ash piles? Necromantic magic will no longer leave permenant, buggy containers everywhere? Yes! Finally, my slightly perverse fantasy of being a necromancer can be realised! But now I need to make a new file for roleplay purposes and I need to find something new to complain incessently about...
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Ludivine Dupuy
 
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Post » Sat Jun 09, 2012 9:24 am



Edit: Ooops I guess there are actually two things in the list that are PS3 specific...

Any optimizations that would help the game across all platforms, will help the PS3. Of course the PS3 version might need some more tweaking to work with it's memory system etc. So, there maybe more Mojo for the PS3.

The following is pure conjecture on my part:

I say this as I don't think the PS3 got everything the last PC patch had, and my game performance dramatically increased after 1.3. I did not have to use 3rd party patches to run the game anymore.

Again, I am just thinking out loud here.
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Alyna
 
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Post » Sat Jun 09, 2012 2:55 pm

Piggy-backing on the question to re-start. If you decide to restart, is it advisable to clear the cache and have a completely fresh start before installing 1.4?
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JD FROM HELL
 
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Post » Sat Jun 09, 2012 8:04 am

Sounds like mostly they worked on everything in general and didn't spend too much time making the PS3 version as playable as the other systems, given that only ONE of those "fixes" in the release notes is PS3 specific and the PS3 seems to need the most work in my opinion.

P.S. What does this mean does anyone know?

"Fixed issue where the player house in Windhelm would not clean up properly"

See my above post for my thoughts on the PS3 and the patch.

As for the Windhelm issue, if you don't do something specific, there is a crime scene (not spoiling it) that does not get cleaned up. The fix makes sure the crime scene gets cleaned up if buy the house and miss that one specific thing.
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Rob
 
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Post » Sat Jun 09, 2012 5:23 pm

Piggy-backing on the question to re-start. If you decide to restart, is it advisable to clear the cache and have a completely fresh start before installing 1.4?

On the 360 a Cache clear is a good thing periodically. For any game. As for a complete restart, really, any save that is from before a quest that did not work for you that was addressed in the patch is far enough back. But, I would try your current save first.
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Cash n Class
 
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Post » Sat Jun 09, 2012 2:58 am

1. Funny you mention that: Karliah is stuck in Bronze Water Cave for me.
2. Are there dialogue files for it? If not than it can't be fixed.
3. What update are you speaking of?
6. They are addressing it. Second note under Bug Fixes on first page.

1. She was never stuck there for me. Though I did have to run back into the flooded chamber, then back out again to get her to show up.
2. I'm on the 360, so I'm not sure. Though if the Companions and Dark Brotherhood are any indication, I'd think there should be some new dialogue. As well as options to have a few of them become followers.
3. I read that the place is supposed to get cleaned up some, with bookcases and a portal to the Twilight Sep. added.
6. Oh! Thanks! I missed that one.
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Joey Bel
 
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Post » Sat Jun 09, 2012 2:12 pm

Is there any chance Bethesda could implement a maximum casting cost discount in this patch or a future one? Right now casting cost can be reduced to zero, which is silly and dumb. I'm sure a lot of people enjoy things this way, but as far as I can tell it's impossible to impose a casting cost cap via a mod - there is no global setting for min casting cost/max casting cost discount (max discount would probably be preferable). Even if a global setting were added for this, it could be left so that you could still reach -100% if you want to but it'd be great to have the ability to mod this. Thanks.
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Mari martnez Martinez
 
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