Unofficial Skyrim Legendary Edition Patch

Bug tracker for the Unofficial Skyrim Legendary Edition Patch.

IDOpenedCategoryTask TypePrioritySeveritySummaryStatusProgress
21897January 17 2017LocationsBug ReportVery LowLowWrong weather region for 3 locationsNew
0%
Task Description

Heljarchen Hall has “WeatherSnow” as ‘Sky/Weather from Region’ (XCCM) parameter, but its entrance lies into an area that has “WeatherTundra” climate. This leads to crazy climate changes when entering and exiting the manor. The border with WeatherSnow climate is just a few meters north of Heljarchen hall’s Northern Wing.

Windstad Manor has “WeatherSnow” as ‘Sky/Weather from Region’ (XCCM) parameter, but its entrance lies into an area that has “WeatherTundraMarsh” climate. This leads to crazy climate changes when entering and exiting the manor. The border with WeatherSnow climate is just a few meters north of Windstad Manor’s Northern Wing.

Morthal Jail (0005D010) has no ‘Sky/Weather from Region’ (XCCM) parameter set, but its entrance lies into an area that has “WeatherTundraMarsh” climate. This leads to crazy climate changes when entering and exiting the manor.

If you confirm these issues, if you want I can provide here a fixing esp that includes also changements already done by USLEEP.

21893January 17 2017ActorsBug ReportVery LowLowDead body of Vald still presentInvestigating
0%
Task Description

I killed Vald early in the game during the quest “A Thief Among Thieves” and months later his body is still rotting in the backyard of Riftweald Manor. The stench is all over Riften and NPCs are starting to move out!

If I remember right, after completing that quest, I later went on to clear “Vald’s Debt” quest.

He should disappear like all other dead NPCs do.

21882January 16 2017LocationsBug ReportVery LowLowLakeview Manor wrong weather regionFix Pending
100%
Task Description

Lakeview Manor has “WeatherSnow” as ‘Sky/Weather from Region’ (XCCM) parameter, but its entrance lies into an area that has “WeatherPineForest” climate. This leads to crazy climate changes when entering and exiting the manor.

A similar issue is present for the other two HF manors, but they are less problematic because they lie both close to the weather region border. If you confirm this issue, I can provide here a fixing esp that includes also changements already done by USLEEP.

21877January 15 2017TextBug ReportVery LowVery LowAlchemist's Journal grammar errorFix Pending
100%
Task Description

In the Alchemist’s Journal (0003A523), “what kind of affect” should be “what kind of effect”.

21855January 10 2017Placed ReferencesBug ReportVery LowLowLighting Error at LabyrinthianFix Pending
100%
Task Description

0006142D & 00084050 are NorBridge1wayEndCap02ice [STAT:00060F1C] when they should have been NorBridge1wayEndCap02sn_light [STAT:000A464D]

Originally discovered by MadMansGun of LoversLab (Here) He’s apparently too much of an asshole to contribute this himself, preferring to slander your project. So here I am, submitting the bug, and giving him credit for finding it.

(Screenshots blatantly copied from his own file download.)

21841January 06 2017QuestsBug ReportVery LowHighGame thinks I am in a battle and I am unable to continu...Needs User Feedback
0%
Task Description

There is a glitch where the game believes I am in a battle, the game is constantly playing fighting music rending me unable to continue the Stormcloaks quest line and Companions quest line. I am unable to speak to Ulfric or gain access to Jorrvaskr and I am not allowed to fast travel to Whiterun due to the bug.

21832January 04 2017TextBug ReportVery LowLowdunTrevasWatchQSTBadBlood: typo in Stalleo dialogueFix Pending
100%
Task Description

In your reply to Stalleo, ‘Sounds like more then just “bad blood.”‘, “then” should be “than”.

21831January 04 2017CrashBug ReportVery LowHighNo One Escapes Cidhna Mine (MS02) New
0%
Task Description

The game consistently freezes at the end of “The Forsworn Conspiracy” when “No One Escapes Cidhna Mine” is supposed to start. The guard reaches the end of his dialogue (”...No one escapes Cidhna Mine. No one.”) and the conversation closes at which point the game freezes completely regardless of dialogue options chosen. Attempts to bypass section using console commands with “setstage MS02 [insert stage]” also results in game freezing.

21830January 04 2017QuestsBug ReportVery LowLow"Die, you orc Filth!" conditional issueFix Pending
100%
Task Description

in Dialogue topic 00046648 branch 0006D94B “Die, you Orc filth!”

The conditionals for the speaker’s race checks for equal to/or for nord, redguard, imperial or breton and their vampire race. The last check, for breton and breton vampire, are both “equal to”. The second to last race check, GetisRace “equal to” breton should be changed to “equal to/or” ,so the conditionals dont require the speaker to be both a breton and bretonvampire race.

21829January 04 2017QuestsBug ReportVery LowLowOriella sings the wrong songConfirmed
0%
Task Description

In Heljarchen Hall I ask Oriella to sing The Age of Aggression but instead she sings The Age of Oppression even though there is no option for that song I’m sided with the Imperials but The Pale is still a Stormcloak territory.

21813January 01 2017LocationsBug ReportVery LowLowQuest targets for Jorrvaskr always go through back door...New
0%
Task Description

Even when the target is standing closer to the front doors, the target marker for anything in Jorrvaskr will always point you towards the back doors. I expect there’s a pathing issue somewhere.

21812January 01 2017LocationsBug ReportVery LowLowBelethor's Goods often remains closedConfirmed
0%
Task Description

Even during business hours, Belethor’s Goods in Whiterun often remains locked. Sometimes, if you pick your way in, he’ll be standing at the correct spot but complains that you’re trespassing. Other times, he’s nowhere in sight, but if you move around the house or leave and re-enter, he’ll suddenly appear out of nowhere and the shop is unlocked as normal.

21797December 28 2016Placed ReferencesBug ReportMediumLowBlack patches on fishnetsFix Pending
100%
Task Description

meshes\clutter\deadanimals\fishrack02.nif

Screenshot here.

host.conseiljedi.comnicoskyrimfixs20persos20pour20uskpblackpatchesonfishnets.jpg

A good place to check this is right after the Windhelm docks gate. Enter ‘fw 81a’ in console if the weather doesn’t allow good visibility. It’s not a normal, tangent, bitangent or vertex color issue. I honestly don’t know how to handle this...

21779December 27 2016ItemsBug ReportVery LowLowStormcloak helmet requires Leather to temperFix Pending
100%
Task Description

While every other Hold guard’s helmet requires Iron ingot. They only slightly vary in color between each other so I consider them identical for this purpose.
An oversight or is there a reason for this one being different?

21778December 27 2016ItemsBug ReportVery LowLowControl Cube doesn't make a sound when interacted withNeeds User Feedback
0%
Task Description

Pick up, remove or relocate to another container from inventory makes no sound, unlike every other item. It does create havok sounds however.

21767December 25 2016LocationsBug ReportVery LowVery LowReachcliff Secret Entrance New
0%
Task Description

On The Taste of Death Quest I assigned Brother Verulus from Markarth to follow me but after I fast travel to Reachcliff Secret Entrance and enter it he won’t follow me inside instead he uses the main cave entrance ??

21760December 25 2016ItemsBug ReportVery LowLowDB beverages don't use correct pick up /down soundFix Pending
100%
Task Description

This affects every beverages added by Dragonborn: Flin, Matse, Shein, Sujamma, Sadri’s Sujamma, Emberbrand Wine. When taking and dropping them, the sounds are those in use for default objects and not for beverages.

The solution is adding “ITMPotionUpSD” to “Sound - Pick Up” (YNAM) and “ITMPotionDownSD” to “Sound - Drop” (ZNAM) to each beverage. Tested by myself, it works.

21759December 25 2016ItemsBug ReportVery LowLowSome DB foods can't show the true valueFix Pending
100%
Task Description

This affects “Boar Meat”, “Ash Hopper Meat”, “Ash Hopper Leg”, “Cooked Boar Meat”. Their value is shown as 0 even if it differs. This is due to the lack of “No Auto-Calc (Unused)” flag under “Effect data” (ENIT). All the other foods (in SK, DG, HF and DB too) are using this flag and their value is shown correctly ingame.

I’ve tested this solution by myself and it works.

21758December 25 2016Placed ReferencesBug ReportVery LowVery LowLakeview manor stage 1 floaty workbenchesNeeds User Feedback
0%
Task Description

Lakeview manor has a workbench that shows on the local map
as a rectangle island in the void outside the small house.
tcl investigation shows at least 3 floaty workbenches
and a light/particle effect from a high window in the main hall
are all enabled before their quest is completed / always enabled.

my draw distance is so low that investigating the farthest bench
makes the house disappear so i haven’t ventured past that.

21722December 15 2016MeshesBug ReportMediumLow[Fix Provided] Floating branches over Gildergreen Loads...Fix Pending
100%
Task Description

Speaks for itself.

meshes\loadscreenart\loadscreenwrtempletree02.nif

21719December 15 2016QuestsFeature RequestVery LowLowVex / Delvin inappropriate dialogInvestigating
0%
Task Description

After being assigned any of the “special” jobs by Delvin, going to Vex or returning to Delvin (I think) and requesting another job will get a response of “finish the special job first” (or similar words). So you quit that dialog menu but Vex (and Delvin) will still tell you take another job.

21718December 15 2016PapyrusBug ReportVery LowLowBedroom shield rack holds weapons incorrectlyConfirmed
0%
Task Description

In the Hearthfire home, bedroom wing annex, there is a shield+weapon rack. It holds a shield perfectly, however all weapons are held above the rack upside-down.

21711December 13 2016MeshesBug ReportMediumLowhandcart01wheel.nif - outer parts of wheel axle rotatesFix Pending
100%
Task Description

clutter/carts/handcart01wheel.nif

The parts of the wheel axle that sticks out through the wheels shouldn’t rotate, they should be stationary like the rest of the axle.

Screenshot: http://i.imgur.com/HcLPNWg.jpg Video: https://www.youtube.com/watch?v=Yuud0XWpEPU

21710December 13 2016MeshesBug ReportMediumLowHelgen and Riverwood roadsigns lack collision geometryConfirmed
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Task Description

The following roadsign meshes lacks collisiongeometry:

clutter/signade/roadsigns/roadsignhelgen01l.nif
clutter/signade/roadsigns/roadsignhelgen01r.nif
clutter/signade/roadsigns/roadsignriverwood01l.nif
clutter/signade/roadsigns/roadsignriverwood01r.nif

21707December 13 2016CrashBug ReportVery LowCriticalCrash during Diplomatic ImmunityNeeds User Feedback
0%
Task Description

On the farm outside Solitude, I meet with the blade woman and attempt to go to the Thalmor Embassy. Right after I give Delphine my supplies and try to board the carriage to the Thalmor Embassy the game crashes. Would it be possible to fix so this does not crash? There is little point in playing the game if I cannot even do a main quest.

21702December 12 2016Placed ReferencesBug ReportMediumLowMisplaced XMarker: 000b23a2Fix Pending
100%
Task Description

XMarker linked to the Map Marker at Cradle Stone Tower is below the landscape in the water where it does not belong. Needs to be raised up to the surface near the tower.

Bug is present in both Classic and SSE.

21700December 11 2016AudioBug ReportVery LowLowDialogueGuardsGeneral [000d5eb7]: Guard random dialogue...Confirmed
0%
Task Description

The text is “I’ve got a lot of respect for the Restoration school. Skyrim could use more healers.”

but the guard says “Skyrim could use a lot more healers.”

Minor, but something I thought I’d bring up.

21696December 11 2016Placed ReferencesBug ReportVery LowVery LowMisplaced Farmwall: 000c8e4cConfirmed
0%
Task Description

see here:

http://afkmods.iguanadons.net/index.php?/gallery/image/4496-misplaced-000c8e4c/

http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_2328020.jpg

21688December 06 2016QuestsBug ReportVery LowMediumRepairing the Phial Quest won't acknowledge Briar Heart...New
0%
Task Description

I have tried many different things like reloading and removing all mods.. the game simply does acknowledge that I have pick up the Briar Heart from the forsworn.. I have picked everything else up. Please look into this and let me know; I am playing on XB1. If you need anymore info please email.

21686December 06 2016Placed ReferencesBug ReportLowLowRoom bounds issue in Halldir's CairnInvestigating
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Task Description

A cave boulder [FormID: 000b1a3d] in Halldir’s Cairn is only visible if you get really close to it. It will then disappear when you move away.

http://imgur.com/a/ZYWVR

This looks a lot like a room bounds issue.

21685December 06 2016Placed ReferencesBug ReportLowLowGap near Eldersblood PeakFix Pending
100%
Task Description

Reported on USSEP Nexus forum (Post #2254)


Quote:


I just found an open rock of which I’m not sure is on the “to-do list”.

How to find:
-Warp to Eldersblood Peak
-Accend 2 stairs
-Turn to your left (90 degrees)
-Walk forward / slightly to the left

Screenshot: https://i.imgur.com/MwxLH9s.jpg


FormIDs: 00034e88, 00034e8f

21639November 29 2016Placed ReferencesBug ReportLowLowFloating cave pillar in Shriekwind BastionFix Pending
100%
Task Description

A cave pillar in Shriekwind Bastion is floating above the cave floor exposing a large gap. The FormID is 000c01c5.

Screenshot: http://imgur.com/a/yZSHp

21638November 29 2016CrashBug ReportVery LowCriticalInfinite Loading on leaving SolstheimNew
0%
Task Description

If you try to travel back to Skyrim, whether it be by fast traveling or taking the boat, the game will be locked in a never ending loading loop making the game unplayable - well apart from the gameplay that can be had on Solstheim.

21626November 28 2016Placed ReferencesBug ReportLowLowDwemer chest imbedded in rubble in Reeking TowerFix Pending
100%
Task Description

A Dwemer chest in the Reeking Tower (in Blackreach) is imbedded in rubble. The FormID is 0007c030.

21598November 25 2016MeshesBug ReportVery LowLowParts of whiterun fireplace meshes are transparent beca...Fix Pending
100%
Task Description

wrintwallchimney01.nif and wrintwall02.nif have parts on the board above the fireplace that are transparent because they are using the WRPlasterDecals.dds instead of the WRWoodFloorINT01.dds the parts next to them are using. This issue is not addressed by the USLEEP version of this mesh.

There are also quite a number of other issues with these meshes, like bad uv mapping, vertex color issues and a large number of duplicate vertices. I made versions of both meshes with these and more issues fixed. For a detailed changelog, see the attached file. The wrintwallchimney01.nif is based on the USLEEP version, so it includes the original uv fixes from that.

21597November 25 2016MeshesBug ReportVery LowVery LowPartly floating tombstones in WindhelmFix Pending
100%
Task Description

Some of the tombstones in the Windhelm graveyard are partly floating above the ground. As they are all part of the same mesh (whlanddead7.nif), moving the entire object is probably out of the question. However, I edited the mesh and extended the parts in question a little to that they reach into the ground. I also removed duplicate vertices, so the file is smaller than the vanilla one.

Also, of the three tombstones next to the stairs coming from Candlehearth Hall, the right one does not have collision, but I cannot edit Skyrim collision meshes, and it hardly matters, anyway.

21592November 24 2016Placed ReferencesBug ReportVery LowLowChillfurrow Farm cabbage above groundFix Pending
100%
Task Description

Chillfurrow Farm has a cabbage that is above the ground when you look at it.

http://www.uesp.net/w/images/7/73/SR-place-Chillfurrow_Farm.jpg

Center one in the back in this image.

21563November 20 2016TextBug ReportLowLowDLC2BlackBookHagglingEffect: perk description wordingFix Pending
100%
Task Description

Do <10>% more damage and get <10>% better prices from people of the opposite sex.

Seems like this would be more clear if the word “to” was added after the word “damage”. The way it’s currently worded makes it sound like the player gets a 10% boost to all damage done and doesn’t adequately emphasize that it only applies to damage done to those of the opposite gender.

21551November 19 2016Placed ReferencesBug ReportVery LowLowNot a very important gapFix Pending
100%
Task Description

04039496 - hole under the south side of the texture
http://i.imgur.com/lu5z0AA.jpg

21549November 18 2016Placed ReferencesBug ReportLowLow[DB] Misplaced thickets (3)Fix Pending
100%
Task Description

The following thickets on Solstheim are floating above the ground or are otherwise misplaced:

  • 04024a47, 040318f4, 040318f5, 040328f7, 04032eb3, 0403d4c5, 0403d4c8, 0403d4d3
21540November 17 2016Placed ReferencesBug ReportVery LowLowCouple of floating plantsFix Pending
100%
Task Description

040328e8 - Scathecraw

04039c43 - Spiky Grass

21512November 14 2016Placed ReferencesBug ReportLowLowThickets/shrubs using wrong texture for climate (4)Fix Pending
100%
Task Description

The following shrubs are using the wrong texture for the type of climate in which they are located:

  • 0008f56f, 0008f570, 000c59b8, 000d6c6a
21511November 14 2016Placed ReferencesBug ReportLowLowMisplaced thickets and shrubs (13)Fix Pending
100%
Task Description

The following tree thickets and shrubs are floating above the ground or are otherwise misplaced:

  • 00018706, 00018708, 0003eb8a, 0003eb8b, 0003eb8c, 000e3a99, 00049a57, 00049a59, 00049a5b, 00049a5c, 00052b83, 00052b85, 00069840, 0007ab76, 0007ab77, 00086f58, 00086f59, 000ab935, 000ab936, 000b05ac, 000b05b2, 000b591d, 000b591e, 000b591f, 000b5920, 000b5927, 000b5928, 000b5929, 000b592a, 000b592b, 000b592c, 000b592d, 000b5930, 000b5931, 000b5932, 000b5933, 000b5934, 000b5937, 000b5938, 000b5939, 000b593a, 000b593b, 000b593c, 000b593d, 000b593e, 000b593f, 000b5940, 000b5941, 000b5c30, 000b5c31, 000b5c35, 000b5c36, 000b5c38, 000b5c3a, 000b5c3b, 000b5c3c, 000b5c3d, 000b5c3f, 000b5c43, 000b5c44, 000b5c46, 000b5c47, 000b8062, 000b8063, 000bd7a2, 000bd7bd, 000c2c73, 000c2dfb, 000c2dfc, 000c3773, 000c3774, 000c37b4, 000c37b5, 000c37cc, 000c3af8, 000c3af9, 000c3afa, 000c490f, 000c4c70, 000c50f8, 000c59f6, 000c59b8, 000c59bd, 000db7a3, 000d6c69, 000d6c6c
21510November 14 2016Placed ReferencesBug ReportLowLowMisplaced snowberry bush (6)Fix Pending
100%
Task Description

A snowberry bush is misplaced: 000db7a0

21500November 13 2016TexturesBug ReportVery LowLowTreasSpiderWebCorpseHuman Stretched TexturesNew
0%
Task Description

http://sta.sh/01d3os5uekz6

21494November 12 2016QuestsBug ReportVery LowLowDialogue in Temple of DibellaNew
0%
Task Description

If you go into the Temple of Dibella inner sanctum and disturb the ritual, the dialogue available to the player when speaking to Hamal assumes the player has spoken to Degaine about the valuable statue, even if this has not taken place.

I heard there was a valuable statue here.
>I’m not your errand girl! The statue is mine!
21493November 12 2016Placed ReferencesBug ReportVery LowLowGiant mushroom base showing a gap 2Fix Pending
100%
Task Description

0401ff91 - base isn’t properly embedded into the rock. South side of it is exposed.
Couple of attached hanging moss will need to be adjusted as well.

Recommend moving the whole group north by half a meter as there is a neat flat spot in the rock. Single coordinate fix :) (if the system is tied to compass, lol)

21492November 12 2016TextBug ReportVery LowLowDialogueMerryfairFarmScene01 [00030259]: Dialogue subti...Fix Pending
100%
Task Description

Noted and screenshotted a dialogue subtitle error (’bear’ vs. ‘bare’) during a playthrough:

21485November 11 2016Placed ReferencesBug ReportVery LowLowWrong barrel type or missing interaction propertyFix Pending
100%
Task Description

04029e8a - either wrong barrel type or something is preventing interaction with it

EDIT: managed to “get closer” with tcl command - it’s a regular barrel being obstructed by invisible barriers, preventing interaction.

21479November 10 2016Placed ReferencesBug ReportVery LowLowGiant mushroom base showing a gapFix Pending
100%
Task Description

0401ff93 - looks like it is placed a bit too high so that part of its base isn’t covered by the ground
http://i.imgur.com/YDeEEG6.jpg

21478November 10 2016Placed ReferencesBug ReportVery LowLowTwo misplaced plants and one proxy NPCFix Pending
100%
Task Description

040328d7 - floating Spiky Grass

02016a38 - best you see this yourself!
Definitely don’t recall seeing this here before. ID is mentioned in USLEEP changelog from 2.0.1, so it’s not new. But I would bet my life it wasn’t here before (right on the main path of the sub-structure). Can it be disabled and still act as proxy? Or relocated so it isn’t right on the pathway?

040329bd - Ash Creep Cluster which cannot be interacted with

21363October 31 2016MagicBug ReportVery LowMediumSpells hitbox bugNew
0%
Task Description

In first person. Dual wielding mage has a higher chance of staggering the target, after it gets staggered, it’s impossible to hit it for a couple of seconds or even until it stands back up, so the player spends their precious and limited mana to try to hit it and can’t because of this bug!

21338October 27 2016QuestsBug ReportMediumLowSiding with the Stormcloaks grants the wrong quest rewa...Confirmed
0%
Task Description

The CWRank1RewardSons property in the CWSCript script attached to the CW quest [QUST:00019E53] is improperly set to the CWRankRewardImperial leveled list, causing enchanted weapons rewards to be fire-based instead of frost-based as intended.

Suggested fix: set the CWRank1RewardSons property to the CWRankRewardSons leveled list, which contains the proper kind of enchanted items.

21335October 26 2016AudioBug ReportMediumLowwispCoreNew
0%
Task Description

Debatable whether this is a bug or an unfortunate design choice.

wispCore and wispCorpseContainer have strange pickup/activate sounds. Key sounds. It’s the only non-key that uses that sound.

More appropriate sounds:

ITMGenericUpSD

ITMIngredientBowlUp

DrScOreOpen

21333October 25 2016MeshesBug ReportMediumLowMissaligned UV on belt of loading screen AltmerNeeds User Feedback
0%
Task Description

see image

http://afkmods.iguanadons.net/index.php?/gallery/image/4393-uv-missalignment-on-loading-screen-dunmer-belt/

21330October 24 2016Placed ReferencesBug ReportLowLowFloating flowers near RoriksteadFix Pending
100%
Task Description

000e23e3

21328October 23 2016Placed ReferencesBug ReportLowLowGap on a small mountain cliff in northeast of MarkarthFix Pending
100%
Task Description

https://sites.google.com/site/playerlintempstorage/72850_20161023235339_1.jpg

Form ID: 00086F5F

[REFR:00086F5F] (places MountainCliff01 [STAT:000485BF] in GRUP Cell Temporary Children of [CELL:0000713B] (in Tamriel “Skyrim” [WRLD:0000003C] at -41,3))

21324October 23 2016MeshesBug ReportMediumLowdraugrarmormale_go.nif - extra nodes in draugr ground a...Confirmed
0%
Task Description

Reported on Nexus USLEEP thread #4444

“Just a report on a mesh issue you guys might wanna look into. The ground model file meshes/armor/draugr/draugrarmormale_go.nif has some really odd superfluous nodes attached and has an excessively large collision box that trails out to one side. Looks like the developers worked around this for the Ahzidal armor placement by making a static version and using an activator box instead of placing the actual item to grab as all the others are set up properly. So maybe if the ground model can get recentered, and the extra nodes removed, the activator box and static placement for the armor could be removed and the actual armor placed with no havoc settle? Not sure if it was more of an issue of the armor rolling off the stand but the mesh certainly has a weird collision bound to it. Thanks.”

meshes/armor/draugr/draugrarmormale_go.nif

Hana was able to confirm this issue and said she understands what’s wrong.

21321October 22 2016Placed ReferencesBug ReportLowLowGap near RoriksteadFix Pending
100%
Task Description

http://i.imgur.com/ruWl0Hr.jpg

0006e218

21320October 22 2016Placed ReferencesBug ReportLowLowGap in LabyrinthianFix Pending
100%
Task Description

This is an issue that was reported a while ago on the nexus by Xz0mb13killaX and MexicoWolf, but it took a while for refids to be posted.

http://i.imgur.com/zeGJ2x9.jpg

000934cd

I suggest a NorRubblepiece01

21319October 22 2016Placed ReferencesBug ReportLowLowGap in mountainsideFix Pending
100%
Task Description

Worldspace: Tamriel

Cell: 25, -24

Base Object Name: MountainPeak01

Reference ID: 00095989

Description: Very minor gap along the edge where it meets another mountain peak (0009598A). Hardly noticeable when trying to view it from ground level.


21316October 21 2016Placed ReferencesBug ReportLowLowTwo floating soul husks and texture gapFix Pending
100%
Task Description

020100c7 and c8 (close to one another) - floating soul husks

0200fc47 - east side of this texture shows a medium sized gap where it should connect to ground

21303October 17 2016Placed ReferencesBug ReportLowLowGap between texture and groundFix Pending
100%
Task Description

0006e0f5 - decently sized gap beneath this texture. Best observed while looking at it from ground level towards NE.

21302October 16 2016ActorsBug ReportMediumLowOlfina Gray-Mane's cowardiceNew
0%
Task Description

If you’ve ever spoken to her, you’ll know she’s pretty bold and ambitious, but she’s scripted to flee from all combat. I know it’s possible she’s just running her mouth, but surely she wouldn’t be picked as her uncle’s housecarl if she’s too cowardly to defend the Jarl. It also means that during The Fallen, she’ll just run around screaming instead of helping you capture Odahviing like Irileth would.

21284October 09 2016QuestsBug ReportMediumLowBrynjolf TG initiation forcegreets double speechNew
0%
Task Description

When you come out of the Bee and Barb (or around the corner) the first time, Brynjolf will forcegreet you. As you get close enough to him, he'll also hello you first. So he says the same thing twice.

When you're done, he'll hello and forcegreet you again, saying the same thing twice.

21283October 09 2016QuestsBug ReportMediumLowBrand-Shei TG scene after 8 pmNew
0%
Task Description

If you do the initial TG reverse pickpocket too close to 8 pm, Brand-Shei walks away afterward. The guard comes and stands talking to the empty booth, demanding he turn out his pockets.

Need to condition the scene start based on Brand-Shei standing near his booth marker (and the player being present). That should hold it to the following day.

As soon as the guard starts walking toward the booth, Brand-Shei's scene package should be active immediately, so that he'll walk into the booth and meet the guard. Currently, he walks there after the guard starts talking, so there can be a huge delay.

21272October 06 2016Placed ReferencesBug ReportLowLowAnother gapFix Pending
100%
Task Description

000f48d2 - small patch of snow shows a gap. Seen best when watching at it towards west from ground level.
I wish I spotted this 20 mins ago to include it in previous report but what can you do.

21244September 26 2016MagicBug ReportMediumLowPotential minor bug with the Magelight spell (00043323)...New
0%
Task Description

https://www.flickr.com/photos/baccy/22643165764

1. The Magelight spell description states a duration of 60 seconds but the actual duration (shown by SkyUI) appears to be 90.

2. Loading USLEEP and the masters in xEdit seems to indicate USLEEP changed the duration value from 60 to 90 (apparently the Stability perk has some relation here???).

3. Only appears to affect the Magelight spell, not the Candlelight spell (which shows 60 both in the SkyUI Alternation tab and in the Candlelight description card).

4. Started completely new game. My character is a level 1 Nord, with no perks. Cast Magelight with one hand and Candlelight with the other. The Active Effects screen shows Candlelight starting with 60s time left. When Candlelight expires, Magelight lasts substantially longer.

My load order:

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp

I’ve tested this with USLEEP 3.0.5 and 3.0.6 (with no other mods besides USLEEP installed) as well as with vanilla Skyrim with nothing but the base game and all DLCs. It exhibits this behavior with USLEEP (3.0.5/6) and does not under pure vanilla.

21242September 23 2016TextBug ReportMediumLowDialogue but no captions in Hired Muscle DGIntimidateQu...New
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Task Description

In the Hired Muscle quest, the dialogue line "You're tougher than you look. You got me, fair and square." has audio, but no captions. To save you time, this is a shared line that lives in DGIntimidateQuest.

To my eye, everything looks fine, so I'd be curious to know what causes it, if you track it down. I'm wondering if it's some bizarre bug where it's trying to bring up the menu, so the captions don't get displayed? That's just a wild guess, though.

21233September 21 2016MagicBug ReportMediumLowDawnguard Rune Shield effect disappears.Needs User Feedback
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Task Description

So, let’s start.
After some time of gaming I finally got the Dawnguard Rune Shield and decided to play with it.
But I noticed that its effect disappear if I equip it via favorites menu and appear again after reequip via inventory.
What I exactly did:
1) Equip Dawnguard Rune Shield via inventory - it worked.
2) Add it to favorites menu (without unequip) and add it to group (I use SkyUI) - it worked.
3) Chose another shield (via inventory or favorites - no matter).
4) Chose Dawnguard Rune Shield by pressing a key of group - it didn’t work.
5) Unequip and reequip Dawnguard Rune Shield via inventory - it worked.
I also looked in CK and found that its effect isn’t an enchantment - only a script. So I made another shield with this script and got the same problem. Is there any way to fix this issue?

21225September 20 2016QuestsBug ReportMediumLowAdelaisa forces dialogueNew
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Task Description

In MS10, after you get the info about Blood Horkers, when you get back to the East Empire Company, the objective is "Report back to Orthus". However, there's a scene that plays out between Orthus and Adelaisa, and after that the quest marker points to Adelaisa, and she forces you into dialogue without you saying "I know where the Blood Horkers are".

What should happen is, you talk with Orthus, during which you share the info, and he reveals Adelaisa as his superior and refers you to her. Then the marker should point to Adelaisa with her greeting you with the MS10AdelaisaKnowIslandBranch topic (still no forced dialogue). Or you can talk directly to Adelaisa without talking to Orthus, and she greets you with generic Hello lines, after which you can tell her "I know where the Blood Horkers are".

21208September 15 2016MagicBug ReportMediumLowHomecooked Meal's effect doesn't workNew
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Task Description

Already reported as  FS#9964  but it has never been fixed. The magic effect that is supposed to apply the perk that applies the real ability has no duration which means the perk that applies the real ability never gets applied. If the first magic effect had a duration you’d see an active effect called “Apply Perk” so the easiest solution is to use the proposed fix from the initial bug report. Additionally the real magic effects should probably be changed from Peak Value Modifier to Value Modifier because they don’t have a keyword to dispel anyway.

21202September 13 2016Placed ReferencesBug ReportMediumLowMissing flag (is this the right term for it?) on bird n...New
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Task Description

There is a bird nest that is meant for the Greenhouse addition for the Hearthfire homes, but it also appears on the floor of the Enchanter’s Tower.

I have a screenshot of it here. And yes, it’s confirmed to be from the vanilla game and not a mod.

http://image.prntscr.com/image/b8b14d7b567c412faad4ab687fce7d4a.png

21180September 08 2016ActorsBug ReportMediumLowIssue with imperial legion/stormcloak camp NPCsNeeds User Feedback
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Task Description

After joining the stormcloak faction, i went to the winterhold imperial camp and the NPCs there warned me to leave. This part is normal.

The strange part is that even though they were warning me to leave and had weapons out, i was able to talk to the quartermaster and enter the merchant trading screen. Pretty sure thats not supposed to happen.

The second strange part is that the legate is still marked as essential even though he is only used for a imperial legion quest (which is impossible for you to obtain if you have already joined the stormcloak faction). He doesnt appear to be used for anything else in the civil war other than one quest, which is only available if you join the imperial legion. Im guessing the game doesnt bother to set the imperial legion/stormcloak NPCs to non-essential once you join the other faction.

So two issues :

1. Players should not be able to trade with the quartermaster of opposing factions

2. Quest NPCs of opposing factions should be set to non-essential if they are no longer essential (as in, the player can no longer get quests from them and they are not used for anything else). They should only be essential if they are still required for something else in the civil war quests.

21172September 07 2016ActorsBug ReportMediumLowJaree-Ra incorrectly has friend relationship with the p...New
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Task Description

After putting out the lighthouse fire for him, i proceeded along the quest normally and ended up killing him in the pirate hideout. The weird thing is, the ebony blade powered up from killing him because he still had a friend relationship with me. Im guessing that the quest sets him to friend status after you put out the lighthouse fire, and doesnt bother to change him to foe afterwards when his betrayal is revealed.

He should not be considered a friend at this point of the quest for obvious reasons.

21169September 07 2016QuestsBug ReportMediumLowMorthal vampire quest bugsNew
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Task Description

Theres a bug with the Morthal vampire quest involving Alva. If you discover that Alva is a vampire by breaking into her house at an early stage of the quest (or before you start the quest), her journal is not there. You cannot report her as a vampire to anyone in Morthal. You still have to go through the quest normally starting by talking to the Jarl and the ghost. At no point whatsoever can you mention that you discovered that Alva is a vampire, unless you have her journal, which does not spawn till you kill the vampire at the child's grave.

After giving the journal to the Jarl, i then ran into Thonnir and some people outside Highmoon Hall. After Thonnir talked to me, I fast travelled out of town to a spot near the vampire coven and ran there on foot. Thonnir and the other townspeople never showed up outside like they were supposed to, not even after i cleared the place out and waited for 2 hours at the entrance.

Also, despite killing Alva before the quest began, Alva's corpse (with no armor or weapons, just clothes) was found inside the vampire coven.

21151September 06 2016AudioBug ReportMediumLowSilent Runed LexiconNew
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Task Description

When you click on it in your inventory, the Runed Lexicon makes no sound.

21069August 07 2016AnimationsBug ReportMediumLow2H Axe/Hammer walking/running animations bugNew
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Task Description

There seems to be a bug with the vanilla 2HW animations when walking and running. It can be triggered either by running a significant distance or by strafing/backpedaling and then moving forward again. What results is this unusual, jerky upper body movement. You can see it in this webm:

https://gfycat.com/MagnificentSleepyIbisbill

If you’re having trouble seeing it, pay attention to the hair reflections. Before the animation bugs out, the reflections stay consistent. As soon as I trigger the bug, however, you can see the reflections moving around as the PC’s head jerks side to side. The axe and arms also seem to follow the movements, which leads me to believe it’s an issue around the spine rather than the neck.

The bug does not seem to affect the greatsword animations. Strangely enough, however, overwriting the axe/hammer walking and running animations (2hw_walkarmblend.HkX and 2hw_runarmblend.HkX, respectively) with those of the greatsword (2hm_walkforward.HkX and 2hm_runforward.HkX) does not seem to fix the issue.

21061August 07 2016QuestsBug ReportMediumLowA Jarl's Justice AutocompletingNew
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Task Description

I’m working on testing this out now, so far I can personally only confirm it for the Imperial side of the Civil War but see refernces to it on some wiki’s for both sides.

For my own testing I’ve completed the main story quests of Dawnguard (as well as the original main quest and Dragonborn’s), joined/destroyed the various joinable factions and completed their main quests (no side quests), and progressed to completing the Imperial Civil War quest the Battle for Fort Dunstad. Upon completion, “A Jarl’s Justice” completes but does not appear in the journal nor was it present prior to completion.

Seems like the only bug in Tracdown or the list of changes is related to it not being a quest you can do outside of Dawnstar or Riften so it’s likely to effect only those two holds on an unpatched game.

I also saw rumors of this quest not being doable post Season Unending which does not appear to be true as I did Season Unending prior to even begining the Dawnguard main quest. Also reports that Season Unending - giving the Rift to the Stormcloaks - can cause this to autocomplete as well (But I’d imagine you’d have to do the Dawnguard main quets prior to completing Season Unending which I have not done).

21052August 05 2016MeshesBug ReportMediumLowMythic Dawn banners are separate meshes from the Generi...Confirmed
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Task Description

Filing a report from the SkyNex thread. The Mythic Dawn banners appear to be one-sided meshes with the two-sided flag enabled in its material shader flags, thus having the same problem as the GenericBannerRed set had: the “back” side doesn’t react to lighting properly. In Silus’s house, the Mythic Dawn banners have their “back” sides facing out into the room. I’d just replace them outright with the GenericBannerRed meshes... except they aren’t identical meshes with different texture pathing.

Either they simply get flipped, or Hana will have to make the fix since we discovered last time that the Max NIF scripts zero out the pivot origin coordinates and that can mess with roombound partitioning. I attempted to use the Flip Faces and Flip Normals options, but they appear to be nonfunctional. They look correct in NIFSkope, but do not work in-game or in the CK.

20962July 26 2016QuestsBug ReportMediumLowMelka disappearedNew
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Task Description

I did the quest and it worked fine, but I had to go back to a previous save file for another reason, and when I came back, I redid the quest and it worked, but when I got to the last room, Melka was gone. I looked everywhere, spent a good 30 minutes in just that room with a torch, then went through the whole tower and all the rooms three times, but she was no where. She wasn't dead, because I would have found her body. I also checked all the secret rooms.

20960July 26 2016ActorsBug ReportMediumLowValdr floating and cannot be activated for dialogueNew
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Task Description

Valdr is outside Moss Mother Cavern asking for help but he is standing upright above the ground. He cannot be talked to despite him requesting assistance.

I'm level 14 and this is the third time that I have been in the area. First time, I walked down the main road on route to Solitude for Diplomatic Immunity. Second time, I turned on the path shortly before the path to Moss Mother Cavern so I could cut through the woods to go clear Bilegulch Mine. This time, I was directed to Moss Mother Cavern to pick up Runil's journal.

I have seen Valdr correctly sitting by the log before on other games (different load orders). But I have also had him standing in the air (again with different load orders).

I am wondering if it has something to do with him spawning, not being interacted with and then the cell being reloaded without enough time for a proper reset.

20924July 20 2016MeshesBug ReportMediumLowObject clipping issue on Cell POITundra18(unnammed/unma...New
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Task Description

https://forums.nexusmods.com/index.php?/topic/3363860-unofficial-skyrim-legendary-edition-patch/page-326#entry39421920 (Yeah, silly me should throw the ticket into this bug tracker but I were just lazy...

The funny part is you can clipped into that "snow base" and directly go to inside the ruin.
I tried record how to make it happens...it's a bit of tricky but possible and you can always do that if you know the exact location of "hole"...

https://www.youtube.com/watch?v=_aqVXE2j1HA
Minor bug but just looks weird if you ask me... :p

20917July 18 2016AudioBug ReportMediumLowFemale Sultry voiced followers use some Female Young Ea...New
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Task Description

I believe you guys know about this, but I didn’t see an issue on the tracker for it, so I thought I would add one.

USLEEP adds missing follower dialogue lines for the Female Sultry Follower voice type, however the lines are with the altered Female Young Eager voice. This causes followers with the Female Sultry voice type to “switch” back and forth between voices depending on the dialogue used.

CloudedTruth has fixed the issue with this mod: Female Sultry Follower Voice Fix. There is a video https://www.youtube.com/watch?v=s5Qg8Du-6TI on the mod page showing the issue in detail.

20873July 07 2016QuestsBug ReportMediumLowVilkas may attack the player character during Companion...New
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Task Description

It’s possible for Vilkas to attack (and kill) the player character during the training quest. While this video is obviously from a modded game, the bug can be reproduced in vanilla by setting a (much) higher difficulty setting.

This should obviously not happen because there’s plenty of dialogue to support that Vilkas doesn’t want to harm the newcomer.

I have found two ways to deal with this issue. The first is to edit the csHumanMelee_AllD [CSTY:000A34EE] combat style and set the defensive mult to 2.0 instead of just 1.0. This worked well in Requiem and in my game Vilkas never attacked me anymore.

We still had reports of him attacking players however, so I had to add a second safeguard. This is done by assigning Vilkas a perk that nullifies his damage output during the training mission, during which Vilkas doesn’t seem to attack anything else but the player. So even if he acts evasively, there’s no damage done.

Proposed fix: http://afkmods.iguanadons.net/index.php?/files/file/1815-prevent-vilkas-from-killing-the-player-character/


20828July 02 2016MeshesBug ReportMediumLowLeigelf's BeardNew
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Task Description

http://steamcommunity.com/profiles/76561198147535751/screenshot/273973867880279460

Leigelf’s, and probably anyone with this beard doesnt connect to his face correctly on the right side. (HumanBeard42)

This particular issue is because of Leigelf’s chin and cheekbone configuraton.

20798June 28 2016MeshesBug ReportMediumLowuv-errors on wrhouse02.nif - reduxConfirmed
0%
Task Description

The issue in the old now closed ticket wasn’t fully fixed.

meshes/architecture/whiterun/wrbuildings/wrhouse02.nif

Note: the same uv-error exists above the wall on the opposite side of the building as well.

http://imgur.com/a/FNAVg

20760June 22 2016ActorsBug ReportMediumLowRavenrock Miners activated after The Final Descent clus...New
0%
Task Description

Four miners (Evul, Meden, Naris & Tolenos) are activated after The Final Descent when the mine in Ravenrock is restored.

The Miners’ only package which all of them use is “DLC2RRMinerWorkPackage0x0” which is a multiple location package which is suppose to be random.

However, the miners all go to the same location within the mine when they use this package and each sandbox area only have two special furniture markers which means that two of the miners will stand around doing nothing at all times. The areas they go to are also often small it becomes very tight with space.

Perhaps the package can be made even more random so that the miners aren’t guaranteed to be at the same place at all times as they switch shifts.

20750June 22 2016Placed ReferencesBug ReportLowLowMara's Eye Den coin pouch problemFix Pending
100%
Task Description

Just above the jail cells in Mara’s Eye Den, there’s a coin pouch sitting in the curve of the sculpture. You cannot dislodge it with arrows or with Telekinesis, only an explosive spell or similar effect will move it.

20741June 21 2016QuestsBug ReportMediumLowMG03EndScene never runsNeeds User Feedback
0%
Task Description

This scene is supposed to start when the player arrives in the Hall of the Elements after retrieving Urag’s books. However, it’s started at stage 60 by the QF, and since the first action has no conditions, it runs to completion immediately.
If this is fixed, J’zargo’s package in this quest needs to be conditioned so that he doesn’t run back to the College if he’s the player’s follower.

20638June 14 2016MeshesBug ReportMediumLowFemale Dunmer Outfit mesh issueConfirmed
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Task Description

Bug report on Nexus: https://forums.nexusmods.com/index.php?/topic/3363860-unofficial-skyrim-legendary-edition-patch/?p=39319920

” There’s a mesh problem with left arm which makes it look kinda deformed. Here’s a screenshot of what I mean:

http://i.imgur.com/HY3dEbI.jpg "

Looks as though this issue was reported three years ago, but no followup was provided:

http://bugtracker.iguanadons.net/index.php?do=details&task_id=12398

20617June 11 2016QuestsBug ReportMediumMediumdunNchuandZelQst: web wall can become impassibleNew
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Task Description

I don’t know if this is a valid bug or not. It was reported on Nexus some time back. They’re quoting a wiki so it’s unclear if they’ve actually experienced it in their game or if they’re just copy and pasting from the wiki.


Quote:

I don’t know if somebody has already reported this, and if you can do something to fix that :

vanilla bug.

From wiki:

The lost expedition (Markarth) If Alethius’ journal is picked up without starting the quest until later, the web wall will become impassible without loading a save game prior to reading Alethius’s journal.

http://elderscrolls.wikia.com/wiki/The_Lost_Expedition


20537May 28 2016AudioBug ReportMediumLowwooden sword sounds like ironConfirmed
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Task Description

At least when selling it. Probably other cases, although I usually don’t hear it during ‘R’ take all.

20428May 13 2016QuestsBug ReportMediumLowDelphine does nothing at Sky Haven TempleNeeds User Feedback
0%
Task Description

Forgive me if this has been reported elsewhere, but there was a lot to look through, and I didn’t see anything that clearly mentioned this issue.

When you enter Sky Haven Temple for the first time, it’s possible that Esbern and Delphine will go on alert, reacting as if there are enemies present. This seems to cause the quest to halt inappropriately - Esbern will eventually make his way to Alduin’s Wall, but Delphine just stands near the entrance doing absolutely nothing. The braziers don’t get lit, she doesn’t approach Esbern near the wall, and so of course, nothing happens.

The last two bugs at http://en.uesp.net/wiki/Skyrim:Alduin%27s_Wall mention these problems, though I suspect they might be a single related issue.

Bug fixes I tried include: issuing a “killall” command in the temple - no effect. Killing all the Forsworn outside - no effect. Waiting for a significant time (past midnight, though it occurs to me now it was less than 24 hours in total) - no effect. Fast travelling somewhere distant and then returning (after having done all of the previous) - worked!

I’m not sure if it’s related, but entering combat also causes the two of them to unequip the torches they were supposed to equip at MQ203 Stage 200. Perhaps Delphine stands there like a dumbass because she can no longer light the braziers? Just a thought. I had a quick look at the quest, but I don’t have a strong grasp of scene mechanics vs. combat, so I could be totally wrong on that. MQ203 was at stage 230 when I looked, though I’m pretty sure none of MQ203SkyHavenEntryScene ever happened beyond setting the stage.

20398May 11 2016Perks & SkillsBug ReportMediumLow(Dragonborn) dlc2 Crafting Staff WorkbenchConfirmed
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Task Description

using only skyrim ,dawnguard, hearthfires,dragonborn and the usleep patch. When I use the staff enchanter the enchanting level will jump by 10-15 levels when you make a staff. I made 2 staffs when testing this and went up 23 enchantment levels, and the skill level went up by 8 giving me 7 perks to use. I also tested the arcane enchanter and that worked normal, but the staff enchanter jumps rapidly when used. The staff enchanter is located in tel mithryn. to make a staff u will need unenchanted staffs and heartstones to test this. i hope you can fix this as it also effects a staff enchanter and a soul gem crafter in a mod i made. In trying to fix the bug on my own i discovered this is being caused by dragon born using just the mods i said above i was able to confirm it is a vanilla bug. thank you.

20265May 01 2016ActorsBug ReportMediumLowSlitter teleports through Mogrul's locked doorNew
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Task Description

When you first arrive at the Retching Netch you will find Slitter guarding outside Mogrul’s locked room. He will soon get bored and will try to wander inside, but since he has no key for the door he will eventually teleport inside.

https://youtu.be/A8pqDzAMTOM


20167April 20 2016ActorsBug ReportMediumLow2 invisible ghosts in Halldir's CairnNew
0%
Task Description

There are 2 invisible ghosts in Halldir’s Cairn that are sitting on 2 thrones near the door. They can be killed and pickpoted and leave ghoslty remains when they die but are completely invisible and keep sitting when I attacked them.

IDs: 000b1f85, 000b2815, 000b2816, 001070c5

20117April 14 2016QuestsBug ReportMediumLowKill the Hagraven PetraNew
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Task Description

I went through the entirety of Blind Cliff Bastion, killed both Petra and Melka, and exited, but the miscellaneous quest objective "Kill the Hagraven Petra" would not resolve until I went back into the dungeon and pulled the pull-chain to open Melka's cage.

20101April 11 2016ActorsBug ReportMediumLowSpectral Assassin and Call of Valor's heroesNew
0%
Task Description

Well, I think its strange that Call of Valor’s heroes (Gormlaith, Felldir, Hakon) can be healed like a living being, cause they look like spirits to me, and spirits mean undead, and undead mean that they can only be healed by spells like Necromantic Healing and Heal Undead. This also applies to Spectral Assassin which is ghost as far as I know.

20098April 11 2016ActorsBug ReportMediumLowStormcloak soldier that approaches in SovngardeNew
0%
Task Description

There is a Stormcloak soldier that approached me when I entered Sovngarde. He had a dialogue option to follow me so I could bring him to the Hall of Heroes, but when I chose this dialogue option, he just ran away from me and didn’t follow.

20093April 10 2016QuestsBug ReportMediumLowArniel's Endeavor part 3 objectivesNew
0%
Task Description

I need to put Warped soulgem into 3 Dwemer Convectors and heat them with a spell. When I heated the second Convector I got objective as if I was already taken soulgem from convector and already heated soulgem in 3 convectors so as objective says in need to "Deliver the soul gem to Arniel", but I didn't took the soulgem from second convector nor did I heated it in 3 convectors.
When I took the soul gem from second convector I got objective to "Place the warped soul gem into a final Convector". So now I have 2 objectives at the same time: "Place the warped soul gem into a final Convector" and "Deliver the soul gem to Arniel". Confusing <img alt=":unsure:" class="bbc_emoticon" src="http://afkmods.iguanadons.net/public/style_emoticons/default/unsure.png" title=":unsure:" />

20092April 10 2016AudioBug ReportMediumLowThunder-like sound in Hall of the ElementsNew
0%
Task Description

After finishing College of Winterhold questline when I enter Hall of the Elements I hear a sound like thunder.

20084April 08 2016QuestsBug ReportMediumLowBlade of Riften is always iron qualityInvestigating
0%
Task Description

Although it seems it was addressed before  FS#373  , http://www.uesp.net/wiki/Skyrim:I_Done_Got_Thaned!#Bugs, I’m still experiencing this issue.

As far as I understand, this issue consists on Blade of Rift being generated at the beginning of the game making it always be iron quality.

I’ve tested it using USLEEP (loose files, USKP (BSA) and USLEEP (BSA), about two times each and all of them resulted on iron quality reward.

This is my mod list (I use MO) and load order of my last test and this is a ConSkrybe log file with added comments regarding the steps I took to test this.

20040March 28 2016AudioBug ReportMediumLowDLC2ApocryphaWeather and DLC2ApocryphaWeatherNew have i...Confirmed
0%
Task Description

DLC2ApocryphaWeather and DLC2ApocryphaWeatherNew have invalid sound definitions, logging the following error:

[00:00] DLC2ApocryphaWeatherNew [WTHR:04034CFB]

[00:00] WTHR / Sounds / SNAM - Sound / Sound → [030FB625] < Error: Could not be resolved >

Reported in a nexus forum thread here.

20022March 18 2016ActorsBug ReportMediumLowMy own thrall telling me "That spell looks dangerous......New
0%
Task Description

Whenever I exit from The Bee and Barb with my dead thrall through the door that is facing the north gate, she keeps saying “That spell looks dangerous... keep your distance.” and is the only place I heard a thrall say that instead of just moaning over and over.

Here’s a video: https://youtu.be/u1lVpZP-n08

20018March 16 2016Perks & SkillsBug ReportMediumLowTotem of Brotherhood power only summons 1 werewolfNew
0%
Task Description

When I use Totem of Brotherhood howl in werewolf form only 1 Werewolf is summoned (with Totem of the Moon perk taken).

Load Order:
0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 Unofficial Skyrim Legendary Edition Patch.esp
6 6 HighResTexturePack01.esp
7 7 HighResTexturePack02.esp
8 8 HighResTexturePack03.esp
9 9 Unofficial High Resolution Patch.esp
10 a SkyUI.esp
11 b Run For Your Lives.esp
12 c When Vampires Attack.esp
13 d RaceMenu.esp
14 e RaceMenuPlugin.esp

20014March 16 2016MagicBug ReportMediumLowReanimated NPCs turn to ash after passing through a loa...Confirmed
0%
Task Description

This seems to be a widely-known bug, although I could not find an issue for it in the tracker.

In any case, the bug is caused by the fact that all active spells/abilities are removed from a reanimated NPC after passing through most load doors. The implication is that the ReanimateSecondayFFAimed magic effect is ended prematurely, triggering OnEffectFinish, and causing the thrall to turn to ash immediately after the load screen. This happens even if the reanimate spell still has remaining duration.

NPCs reanimated with Dead Thrall or the Ritual Stone are not affected as they do not have the offending magic effect applied.

I’ve implemented a fix that resolves this issue; it also resolves the non-functional fix to bug #919; and re-applies various effects that reanimated thralls should retain though load screens, such as the Dark Souls health bonus and reanimate visual FX.

The code and ESP can be found here: https://github.com/npacker/reanimate-disintegration-fix

19915February 15 2016TexturesBug ReportMediumLowSunhallowed Elven Arrow glowmap isn't entirely black in...Confirmed
0%
Task Description

After wondering why the fletching and latter parts of the shaft were glowing on Sunhallowed arrows, I discovered that the black parts weren’t entirely black on its glowmap. It seems that the background layer they had when creating the glowmap was not fully black, as there is a “splintery” terminus of the gradient down the shaft that ends in black. Additionally, a “gradient leak” of sorts happened on one point of the edge of the arrowhead. Affected texture is Textures/DLC01/Weapons/Auriel/aurielsbow_g.dds. It is not to Auriel’s Bow, but to the arrow, and was misnamed. The HD TexPack is affected too.

19850January 25 2016ActorsBug ReportMediumLowMorokei's Ash PileNew
0%
Task Description

When Morokei dies (sneak stab), there are two lootable containers with his unique loot (helmet & Staff of Magnus): Morokei’s corpse and an ash pile near by. There is no quest item duplication as looting one container also depletes the other container.

19839January 19 2016QuestsBug ReportMediumLowSavos the Only One in Final Ghostly SceneNew
0%
Task Description

In the last ghostly playout of MG07, the text of the scene is:

<blockquote class="ipsBlockquote"><cite class="ipb" contenteditable="false">Quote</cite>


<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Atmah</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"We shouldn't have left her there to die!"</i><br style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);" />
<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Savos</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"What else could we do? Stay there and die with her? She refused to go on, we didn't have a choice!"</i><br style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);" />
<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Hafnar</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"This is it, you know. Through this door. Can you feel it?"</i><br style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);" />
<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Atmah</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"We're not going to make it, are we?"</i><br style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);" />
<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Hafnar</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"We stay together, no matter what. Agreed?"</i><br style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);" />
<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Atmah</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"I'll be right with you."</i><br style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);" />
<b style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">Savos</b><span style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">: <i style="color: rgb(0, 0, 0); font-family: sans-serif; font-size: 16.1925px; line-height: 24.2887px; background-color: rgb(251, 239, 213);">"Agreed. We all stay together."</i></blockquote>
But, alas, Savos is the only one present, thus we can only hear his lines. <a href="http://www.uesp.net/wiki/Skyrim_talk:The_Staff_of_Magnus#Missing_ghosts">Others with a similar issue</a>, except that in this case all ghostly scenes played perfectly bar this one. A quick Google reveals a couple of old comments that Savos is also on his own that scene.
But then, if the scenes are scripted to go, it's likely to be an engine problem with save/reload, although It was repeated with a replay through Tribune.

19837January 17 2016ActorsBug ReportMediumLowStanding around outside Bards CollegeNew
0%
Task Description

The NPCs at the Bards College seem to stand around at the festival markers sometimes when it isn’t running. The first screenshot was before the quest ever started and the second was after.

https://imgur.com/a/5uUYE

19832January 15 2016MeshesBug ReportMediumLowHair clips through some headgearNew
0%
Task Description

Characters that use a long hairstyle will have their hair clip through Stalhrim Light Helmets, Stalhrim Heavy Helmets, Steel Helmets, Redguard Hoods and Wolf Helmets. The fix for this would be to select the ‘Long Hair’ Biped Object for the following armor addons:

1) DLC2StahlrimLightHelmetAA

2) DLC2StahlrimHeavyHelmetAA

3) SteelHelmetAA

4) RedguardClothesDBHatAA

5) CompanionsHelmetAA

19647November 26 2015PapyrusBug ReportMediumLowMS11ClueScript.psc: None is not a valid inventory itemNeeds User Feedback
0%
Task Description

[11/15/2015 - 10:39:57PM] error: None is not a valid inventory item
stack:
    [ (00000014)].Actor.GetItemCount() - "<native>" Line ?
    [Item 7 in container  (00000014)].ms11cluescript.OnContainerChanged() - "MS11ClueScript.psc" Line 16
[11/15/2015 - 10:39:57PM] error: None is not a valid inventory item
stack:
    [ (00000014)].Actor.GetItemCount() - "<native>" Line ?
    [Item 7 in container  (00000014)].ms11cluescript.OnContainerChanged() - "MS11ClueScript.psc" Line 19
19633November 25 2015PapyrusBug ReportMediumLowUSKP_TIF_WICourier_000A0E9E: Cannot add None to a conta...New
0%
Task Description

[11/17/2015 - 06:55:03PM] error: Cannot add None to a container
stack:
    [ (00000014)].Actor.AddItem() - "<native>" Line ?
    [topic info 000A0E9E on quest WICourier (00039F82)].USKP_TIF_WICourier_000A0E9E.Fragment_0() - "USKP_TIF_WICourier_000A0E9E.psc" Line 9
19619November 25 2015MeshesBug ReportMediumLowIssues with Male Wood Elf HairsConfirmed
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Task Description

Mentioned on BGS: Issues with Male Wood Elf Hairs

Confirmed vanilla issue, will take some deep delving into a solution. May involve adjustments to malehead .tri files.

Examples directly out of the CK;

woodelfmalepreset04 - seriously poor blending

http://afkmods.iguanadons.net/uploads/monthly_10_2015/post-1482-0-37408300-1446069455.jpg

woodelfmalepreset07 - clipping on side

this is an issue with several styles

http://afkmods.iguanadons.net/uploads/monthly_10_2015/post-1482-0-36452900-1446069460.jpg

19604November 25 2015QuestsBug ReportMediumLowCR05: Draugr boss not being set as "leader" target to k...Confirmed
0%
Task Description

Another Companions quest snafu.

Sent to Halldir’s Cairn for CR05 - Trouble in Skyrim. Previous cleared this location. The draugr boss respawns but he’s not the “leader” target to kill. The quest marker arrow just points to nothing.

Here’s the conskrybe log;
sqv cr05

— Papyrus ———————————

QF_CR05_0002522F:

Script state = “”

::Alias_Boss_var = alias Boss on quest CR05 (0002522F)

::Alias_Location_var = alias Location on quest CR05 (0002522F)

::Alias_LocationHold_var = alias LocationHold on quest CR05 (0002522F)

::Alias_MapMarker_var = alias MapMarker on quest CR05 (0002522F)

::Alias_QuestGiver_var = alias questgiver on quest CR05 (0002522F)

CR05QuestScript:

Script state = “”

::Boss_var = alias Boss on quest CR05 (0002522F)

::IsAccepted_var = True

::IsActive_var = True

::IsRegistered_var = True

::MapMarker_var = alias MapMarker on quest CR05 (0002522F)

::ParentQuest_var = C00 (0004B2D9)

::Premature_var = False

::Questgiver_var = alias questgiver on quest CR05 (0002522F)

::QuestgiverComesAlong_var = False

::RewardAmount_var = 300

::Succeeded_var = False

::WasRejected_var = False

- 5 Aliases for quest ‘CR05’ (0002522F)-

REF ‘questgiver’-&gt; (0001A693) LOC ‘Location’-&gt; (00019192)

REF ‘Boss’-&gt; (000642C0) REF ‘MapMarker’-&gt; (00016260)

LOC ‘LocationHold’-&gt; ‘’ (0001676F)

— Quest state —————————–

Enabled? Yes

State: Running

Current stage: 10

Priority: 70

19568November 25 2015LocationsBug ReportMediumLowNarzulbur Longhouse: accused of trespassing Confirmed
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Task Description

I don’t know if it’s a bug or if it’s intended, but just after been named Blood-Kin by Chief Mauhulakh in Narzulbur I entered his longhouse with Lydia, and was considered as a trespasser by Yatul. As I didn’t exit the longhouse quickly enough all the orcs attacked me... :facepalm:

According to uesp.net (I know it’s not very reliable) in the Largashbur’s longhouse page, “entering the longhouse is trespassing unless you have been named Blood-Kin”. Would it mean that Narzulbur’s longhouse is an exception ?

19462July 27 2015MeshesBug ReportMediumLowDisparity in textures for Counter SetConfirmed
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Task Description

Specifically the CounterCornerOut01 00028B16

The texture seems to point to a different part of the texture map and as a consequence in game it doesn’t match with the other textures for the rest of the counter set

i.e Counter Straight01 00028B10, CounterLeft01 00028B0E, CounterRight01 00028B0F

The vertical wood is different and has a burnt wood design on it and the skirting board is a different height. The piece appears to only be used 4 times in the game which is probably why its not been noticed.

The Bar set piece BarCornerOut01 0002702B, does match but puts the end pieces for the bar kick board there as well.

The problem is in vanilla but it doesn’t look as if the High Res Texture Pack or the patch has corrected it - unless my game is suddenly throwing a wobbler of course.

19446July 19 2015PapyrusBug ReportMediumLowDisappearing Invisibility (part 2)New
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Task Description

Almost identical to  FS#19360  (fixed).

Enter Frostmere Crypt, dispose of the 3 initial bandits. Before turning left to go over the caged-in walkway, go invisible then sneak towards the walkway. At the instant you begin to hear the bandit’s dialogue (a scene playing?) you lose your invisibility.


Load Order:-

Update.esm
USKP.esp (2.1.2)
SBBasement.esm
Run For Your Lives.esp (2.0.5)
no killmoves, no killcams, no killbites.esp


19267May 22 2015Placed ReferencesBug ReportMediumLowUnknown invisible item blocking path in BleachreachNew
0%
Task Description

I didn't search for this, since I have no idea what is happening, and wouldn't know what to search for. So here's a video to show the issue :shrug:

REF ID for a Dwemer Arch on the left side
0002B0A7

https://www.youtube.com/watch?v=g4ZaSiGpu5A

19255May 20 2015Placed ReferencesBug ReportMediumLowWater pushing player while on bank - videoNew
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Task Description

Not sure how to fully explain this, so I took a video. If I stand still, the river will pull me down stream as if I were in the water. I didn’t think about showing that, I only walk against the current.

Ref ID for a rock that is near the the area.

000AA9CB

Video:

https://www.youtube.com/watch?v=vzFCMj5gZ_8

I haven’t noticed this in other areas. If I remember correctly, this is the area, near Ivarstead, where that troll or sabre cat is by the road in the little rocky cover, with the dead courier from the war.

19140April 29 2015QuestsBug ReportMediumLowdunBrokenOarQST never gets shut downConfirmed
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Task Description

The controlling quest in Broken Oar Grotto (dunBrokenOarQST) never gets shut down properly. As a result, the Blackblood Maurader’s corpses are never properly cleared out of the cave. See the papyrus output below:

sqv dunBrokenOarQST

	   **Papyrus**
	QF_dunBrokenOarQST_0001E437:
		Script state = ""
		::Alias_CaptainHargar_var = alias CaptainHargar on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1_var = alias chattyNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1Start_var = alias chattyNPC1Start on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2_var = alias chattyNPC2 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2Start_var = alias chattyNPC2Start on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC1_var = alias DuringQuestNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC2_var = alias DuringQuestNPC2 on quest dunBrokenOarQST (0001E437)
		::dunBrokenOarLootEnableMarker_var =  (000BABBC)
		::dunBrokenOarRespawnEnableMarker_var =  (000BABC5)
		::dunBrokenOarTalky01_var = None
		::dunQuestScene_var =  (000BABC2)
  1. 7 Aliases for quest ‘dunBrokenOarQST’ (0001E437)-
	REF 'chattyNPC1'-> '' (000BAB8D)
	REF 'chattyNPC2'-> '' (000BAB90)
	REF 'CaptainHargar'-> '' (0002C486)
	REF 'DuringQuestNPC1'-> '' (000BABBE)
	REF 'DuringQuestNPC2'-> '' (000BABBF)
	REF 'chattyNPC1Start'-> '' (000BABB3)
	REF 'chattyNPC2Start'-> '' (000D1EEE)
  1. – Quest state —————————–
	Enabled?		Yes
	State:			Running
	Current stage:	        100
	Priority:		30
19096April 17 2015AnimationsBug ReportMediumLowDraugr animation loopingNew
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Task Description

When, I think, any of draugr are shouted by Unrelenting Force, he fly away and lies on ground.

If he will be hitted (i think few times) by destruction spell with two hands and learned “impact” perk, while he trying stand up (while his animation stading up is not fully complete), he becomes stuck.

He won’t fight, and do nothing except looping idle animation or backward moving animation.

It happened very often if player is mage, and work like exploit to easy kill strong enemies, because enemy stop defend himself. I wonder if it possible to fix, I want fair game without constant need to load game, because enemy stuck after my spells/voice attack against him.

Video that demonstrates bug: https://youtu.be/OiOOj2cmkwc

19080April 15 2015MagicBug ReportMediumLowSome spells/shouts have no names and/or wrong effect de...New
0%
Task Description

You can check this with the same savegame as the one provided for issue  FS#19079 .

The first part is the same : The player character is at the Throat of the world with the Elder Scroll. Use it at the Time-Wound and look at the cutscene with the heroes from the past. When back in ‘regular’ Tamriel, an autosave is created. Alduin spawns and you have to fight him by using the Dragonrend shout for the first time.

Alduin fires several shouts at you. If you open the menu and look at the active effects you can see some unnamed/poorly descripted magic effects.

Poor description :

http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/19080-1.jpg

0 points ? Some other spells/magic effects say <insert num value here> points of damage :

http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/19080-2.jpg

Wrong/undefined active effect name and description :

http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/19080-3.jpg

18821February 23 2015Perks & SkillsBug ReportMediumLowShadowcloak of Nocturnal effect does not self-terminateNew
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Task Description

For completing the Thieves Guild questline and becoming an agent of Nocturnal, you can choose the ability Shadowcloak of Nocturnal. It has the description “For 120 seconds you automatically become invisible while sneaking.” As per the wiki:


Quote:

Once the power is used, shifting into and out of sneak activates and deactivates the invisibility. Even after the two minutes has passed, the player will still be able to activate and deactivate the power by standing and sneaking. The ability doesn’t truly expire until the player interacts with something whilst sneaking that breaks the invisibility spell.


This seems like a big oversight in the vanilla game. Entering sneak after the 120 seconds has elapsed should probably not continue to activate invisibility. It makes the ability hugely broken, and is not in line with any in-game description of the ability.

18777February 10 2015AnimationsBug ReportMediumLowNPC twitch/jerk/jump when in dialogue while playing eat...New
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Task Description

Hello. I’m posting this here after an unsuccessful search in forums and Google. I noticed that npc’s twitch/jerk every few seconds when they’re playing the eating sit idle animation and I engage them in dialogue. I also tested the drinking animation but there was no glitch that I could see.The only changes I made recently was upgrade to the 2.0.9 ver of the Unofficial patches and the newest Bijin Warmaidens. After some testing, I don’t think any of these mods have anything to do with it. I haven’t uninstalled any mod from my list. This seems to affect any npc’s that are using that animation while in dialogue with the player. Here is a video of it:

https://www.youtube.com/embed/v6bd7XgUQ4I

18742February 03 2015AnimationsBug ReportMediumLowIdle 2-handed sword animationNew
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Task Description

This comes from a mod author on the nexus who basically fixes the static two handed sword animation. As he says, considering the battle axes and warhammers have one, seems silly this doesn’t, his fix looks quite simple.

http://www.nexusmods.com/skyrim/mods/62269/

18664January 23 2015PapyrusBug ReportMediumLowFailed to setup moving reference because it has no pare...Confirmed
0%
Task Description

Related bug here (though the fix cleaned up all the rest of those errors thankfully). Not sure if anything can be done given that I suspect the parent cell is set but it’s a “no 3D” issue.

[01/20/2015 - 12:46:58AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (00104150)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchTranslateLinkChain() - "TG08BFloodPipeController.psc" Line 243

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 172

[01/20/2015 - 12:46:58AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (00104150)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchTranslateLinkChain() - "TG08BFloodPipeController.psc" Line 260

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 172

[01/20/2015 - 12:46:59AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (000D957B)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 289

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173

[01/20/2015 - 12:46:59AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (000D957B)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 306

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173

[01/20/2015 - 12:47:15AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (0008F20F)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95B1)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 306

[ (000D95B1)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173
18660January 23 2015AudioBug ReportMediumLowAmbient sounds and music dead zone.Confirmed
0%
Task Description

Just up the path from the Dainty Sload, a docked boat beside the Solitude Lighthouse, there is a dead zone in the ambient sounds and music. The music will either abruptly stop or fade out to nothing and the ambient sound will go from the shoreline sounds to nothing, perfect silence except for movements your character makes. It will start back up at the top of the hill to the West or heading back towards Solitude Docks. This has been duplicated on multiple games and rigs regardless of mods.

Thank you.

Here is video footage from another user:

http://steamcommunity.com//sharedfiles/filedetails/?id=379829125

18590January 12 2015MeshesBug ReportMediumLowAncient Nord Armor Clipping issue left legConfirmed
0%
Task Description

Ancient Nord armor is my favourite armor in the game yet still after all this time nobody has come with a fix for the leg clipping while walking. I would extremely appreciate if you could look into that. I literally stopped played skyrim cause of that. :/

Thank you for your work on these patches, we all appreciate them :)

18585January 11 2015MeshesBug ReportMediumLowHand Seam on Male NordsConfirmed
0%
Task Description

I’ll have to check what other races this affects but I’ve been able to reproduce this on a male Nord (completely vanilla setup). It’s most obvious when casting a spell, on the left hand.

http://afkmods.iguanadons.net/index.php?/gallery/image/3318-left-hand-seam-male-nord/


18555January 05 2015Placed ReferencesBug ReportMediumLowAnother Invisible Mountain CollisionNew
0%
Task Description

Tried to mountain climb, got stuck on invisible mountain collision. RefID 0006458c. Picture for reference.

http://afkmods.iguanadons.net/index.php?/gallery/image/3308-72850-2014-12-26-00002/


18554January 05 2015Placed ReferencesBug ReportMediumLowMountain Invisible CollisionNew
0%
Task Description

Was trying to be a goat and mountain climb, got stuck on invisible collision. RefID 0005b7dd. Picture for the affected spot.

http://afkmods.iguanadons.net/index.php?/gallery/image/3307-72850-2014-12-26-00001/

18378December 19 2014QuestsBug ReportMediumLowFirst time in Dead Man's DrinkConfirmed
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Task Description

I can’t say for sure, but I think the first time I enter Dead Man’s Drink I keep getting asked to leave by Valga Vinicia. It has happened at least twice to me in separate games.

Anytime after that she acts as she should. Nothing seems to happen if I stick around though when she asks me this.

18345December 13 2014MagicBug ReportMediumLowDragonhide (and Bones of the Earth) don't work right wh...New
0%
Task Description

While developing a mod (http://www.nexusmods.com/skyrim/mods/60658/?) I noticed that Dragonhide does not work correctly when any protection spell is active. Although it consumes its mana cost and a casting effect is shown, the active effect does not show up and the 80% damage reduction does not seem to work. Similarly, if you first cast Dragonhide and then cast any protection spell, the spell seems to dispel Dragonhide. I consider this a bug because it is inconsistent with the way other protection spells work: When you are already using a protection spell, and cast a stronger spell, the old spell is dispelled and the new one becomes active. Similarly, a weaker protection spell does not become active when a stronger version is already in effect. Since Dragonhide is presented in-game as the ultimate protection spell, it seems to me like it should dispell all of the weaker protection spells when cast.

It appears that this bug occurs because the magic effect associated with Dragonhide uses the Peak Value Modifier Effect Archetype with the same keywords as the protection spells. However, since Dragonhide has no magnitude, the other spells win out and it is instantly dispelled. Note that the Bones of the Earth power from Dragonborn has the same problem as Dragonhide because it essentially works the same way. In my mod, I fix this apparent bug by altering Dragonhide to use the Value Modifier Effect Archetype and added conditions to the normal protection spells so that they temporarily dispel whenever Dragonhide is active. I did the same for Bones of the Earth. Another possible fix is to keep the Peak Value Effect Modifier, but to give Dragonhide a magnitude greater than 100. However, in my own tests the extra armor rating provided this way is not zero’d out by the Dragonhide perk, resulting in a nonzero armor rating while Dragonhide is active. This may not be a horrible side effect, but I suppose it does mean that Dragonhide will block more than the intended 80% damage which is why I made the fix the way I did. Another possible fix is to change Dragonhide/Bones of the earth to use some other Effect Archetype, and to set them to dispel spells with the MageArmor keyword. I did not go this route because I am uncertain what side effects may occur from dispelling the other keywords associated with Dragonhide, and I do not know of another way to dispell magic effects by keyword besides checking the box by the keywords in the magic effect. Perhaps adding an ability to the Dragonhide perk that dispells just that keyword would work, although it may be necessary to remove the MageArmor keyword from Dragonhide in that case.

17996October 16 2014LocationsBug ReportMediumLowPossible to Summon Durnehviir inside Tel Mithryn.Confirmed
0%
Task Description

If i use the full shout of Summon Durnehviir inside Tel Mithryn tower he will appear, be it only for a seconds depending on how much space you give him. He will give you (in my case the final) word of Soul Tear, however I can’t imagine it’s intended to be used inside.

http://afkmods.iguanadons.net/index.php?/gallery/image/2997-durnehviir-indoors/


17890October 13 2014AnimationsBug ReportMediumLowUlfric's robe clips with the throneConfirmed
0%
Task Description

I don’t know if this can be fixed, but i only noticed it for the first time today, Ulfric’s cloak clips when sitting on the throne.

http://afkmods.iguanadons.net/index.php?/gallery/image/2850-clipping-cloak/


17870October 10 2014AnimationsBug ReportMediumLowKhajiit Tails Float On CorpsesConfirmed
0%
Task Description

Would it be possible to make Khajiit tails, belonging to dead corpses, not float and move like the wind is blowing them? They even do it on corpses inside buildings (most or all of the tails act like it, I think). It is unrealistic.

17838October 07 2014AnimationsBug ReportMediumLowBow/Arrow kill cam ledge problem.Confirmed
0%
Task Description

The cinematic kill camera causes a wrong starting position for the bow/arrow. If the player is shooting from the rim of a ledge, the kill camera effect will start but then immediately end with the arrow striking the ledge even though a normal shot without kill camera would not be blocked. I’m weary of this because generally kill camera’s can’t be messed with as far as i know, and i’m sure others would have noticed this problem, however i couldn’t find it in the back catalog so i thought i’d bring it to attention.

17646September 27 2014AudioBug ReportMediumLowvampire lord jump sound while floatingConfirmed
0%
Task Description

still plays/plays same sound as normal jump landing when your feet never touch the ground.

17645September 26 2014AnimationsBug ReportMediumLowOdd camera movement when failing to mineNew
0%
Task Description

Attempting to mine as Vampire lord still performs camera aligning used for animation before failing

17478September 17 2014QuestsBug ReportMediumLowThorek attacks Veren in final scene in 'Waking Nightmar...New
0%
Task Description

In the end of 'Waking Nightmare' when Erandur confronts Thorek and Veren, once they become hostile Thorek immediately starts attacking Veren. Possibly it happens the other way around, i started on Veren first, the issue seems to be confirmed on uesp.net also. http://www.uesp.net/wiki/Skyrim:Waking_Nightmare

17476September 17 2014AnimationsBug ReportMediumLowPull chain in Nightcaller Temple with no animation.New
0%
Task Description

When you finish the Miasma flashback by pulling the chain, it has an animation. However after coming out of the dream and letting Erandur through by pulling the same chain, there is no animation attached to it. Ref id is 000BA215.

17351September 08 2014Placed ReferencesBug ReportMediumLowLeveled predators in the wilderness sometimes spawn in ...Confirmed
0%
Task Description

Three leveled predators that are placed quite a distance from Dawnstar occasionally will appear in the town itself and attack the townspeople. I can’t seem to figure out why that would be happening unless the placement for their references isn’t quite right. They are placed on a side of hill, but that doesn’t seem like it should matter. The three references are 0008493B, 0008493C, and 0008493D.

Screenshots:
http://postimg.org/image/rhc2hhwod/

http://postimg.org/image/njoss39v1/

http://postimg.org/image/gvs75hqct/

16721July 14 2014MeshesBug ReportMediumLow[Dragonborn] Serpentine Dragons - Inappropriate mesh wh...Confirmed
0%
Task Description

In the Dragonborn DLC, serpentine dragons have a very special look. They look very much as, in my opinion, the fell-beasts from the Lord of the Rings movies, which are absolutely amazing.

http://img.clubic.com/03271730-photo-le-seigneur-des-anneaux-la-guerre-du-nord.jpg

http://img1.wikia.nocookie.net/__cb20120602125522/lotr/images/7/7d/Fell_beast_bfme.jpg

http://2.bp.blogspot.com/-B9-DgqF6xsc/TYTsj1HwTUI/AAAAAAAAABM/D8n7mZcvcnw/s1600/1130-nazgul.jpg

http://img-nex.theonering.net/images/scrapbook/orig/10035_orig.jpg

http://www.wetanz.com/assets/Uploads/lotrnazgulriderlrg2.jpg

http://x3.fjcdn.com/comments/Regarding+the+Eagle+theory.+The+Nazgul+Fell+beast+would+have+_2e2523eb7d75a9506b8fc19361d9abd5.jpg

http://trottine.t.r.pic.centerblog.net/wwpjelp4.jpg

However, once they’re killed, their 3d model is switched to the default dragon mesh, burning and allowing soul absorption. This is the normal behaviour intended in the game, and it works fine. So, I don’t know if it can be considered a bug, but there’s really a huge mismatch :

- alive : very specific-shaped skull, no horns, protruding inferior jaw

- dead : default dragon mesh with horns

Fixing this would require a brand new dead dragon mesh (a modified skull should be enough), and a new script to handle it once slain.

16102June 14 2014ActorsBug ReportMediumLowSome shopkeepers keep an eye on me even in regular stor...Confirmed
0%
Task Description

I noticed a strange behavior with some shopkeepers, like Sayma from Bits and Pieces or Angeline Morrard from Angeline’s Aromatics. When I enter their shop, they walk quickly toward me and look at me, exactly like they would do if I’d go in private zones of their shop (upstairs, in a room, etc).

Apart from that “KeepAnEyeOn” behavior, they are friendly and don’t ask me to leave, and I can trade with them.

I’m 100% sure I didn’t have this issue in previous gameplays, I remember that Sayma was almost always on her chair.

Of course my character never stole anything, and my trespassing counter is at 0.

I thought that maybe it was related to the excellent Lively Followers mod by PrinceShroob that I have in my load order, which makes Lydia wandering a bit in the store... But even if I ask Lydia to wait outside the store and I enter alone, the “KeepAnEyeOn” behavior kicks in.

15599May 15 2014QuestsBug ReportMediumLowCan't trade holds in Season UnendingNew
0%
Task Description

During Season Unending, you may not be given the option to trade any holds. Instead, the first attempted trade offers only the line "there's nothing of value". The quest then jumps straight to compensation for any massacre and then ends.

This appears to be related to advancement in Liberation of Skyrim. If you haven't liberated any holds, you get the above behaviour. Once you've liberated the first hold, Season Unending will proceed normally (provided you haven't already triggered stage 40).

This may be intentional behaviour, but if so, it goes against what I think most people would expect, and has a very odd workaround for something intentional.

15506April 26 2014TexturesBug ReportMediumLowUV and/or vertex issue in dynamocore - centuriondynamoc...Confirmed
0%
Task Description

clutter/dwemer/centuriondynamocore01 has a different UV and number of vertices on it’s “heart” than the core when attached to the centurion spider

see screenshot for a comparison:

http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_50931.jpg

the spider mesh is in actors/dwarvenspider/characterassets/dwarvenspidercenturion

two issues manifest for the dynamocore:

there is no normal map data present for the parts of the texture, that are only occupied by the dynamocore and the texture itself has darker and lighter red parts. the lighter red parts are thin lines on the structure and run vertically across the heart on the spidercore. for the detached dynamocore, the lines do not run straight across the heart, because of the different UV.

this is a follow up from the bug mentioned here:

http://bugtracker.iguanadons.net/index.php?do=details&task_id=14824

the color corruption, that is also caused by this UV difference has been fixed for now, by an improvement of the High res dlc texture. this texture could be removed from the UHRP, once the mesh is fixed

15413April 20 2014Tracking BugsBug ReportMediumLowDLC compatibility bugsNew
0%
Task Description

This entry is for tracking issues, that exist because of incompatibilities between the DLC.

The entries require a patch, that has two or more DLCs as master files, thus are not able to be fixed by the UXXPs.

For reference, this form thread lists all records, that merge on runtime, thus do not require such a patch:

http://afkmods.iguanadons.net/index.php?/topic/3940-skyrim-tes5edit-records-that-merge-at-runtime/

14979February 28 2014PapyrusBug ReportMediumLowTrapBase: Cannot call IsEnabled() on a None objectConfirmed
0%
Task Description
[02/27/2014 - 11:45:46PM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
[02/27/2014 - 11:45:46PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
14964February 26 2014PapyrusBug ReportMediumLowDLC1_ReflectShieldSCRIPT: (03002B74): Actor did not hav...Confirmed
0%
Task Description

USKP#40.91 with USKP 2.0.3 beta

[02/26/2014 - 09:29:52AM] error:  (03002B74): Actor did not have a valid Animation Graph Manager.
stack:
[ (03002B74)].DLC1SeranaLevelingScript.SetSubGraphFloatVariable() - "<native>" Line ?
[Active effect 1 on  (03002B74)].DLC1_ReflectShieldSCRIPT.OnUpdate() - "DLC1_ReflectShieldSCRIPT.psc" Line 38
[02/26/2014 - 09:29:52AM] error:  (03002B74): Actor did not have a valid Animation Graph Manager.
stack:
[ (03002B74)].DLC1SeranaLevelingScript.SetSubGraphFloatVariable() - "<native>" Line ?
[Active effect 1 on  (03002B74)].DLC1_ReflectShieldSCRIPT.OnUpdate() - "DLC1_ReflectShieldSCRIPT.psc" Line 39
14933February 23 2014PapyrusBug ReportMediumLowDLC2defaultSlottedItemActivatorScript: Cannot call GetB...Confirmed
0%
Task Description
[02/22/2014 - 11:53:34PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (0703B021)].DLC2defaultSlottedItemActivatorScript.OnActivate() - "DLC2defaultSlottedItemActivatorScript.psc" Line 101
[02/22/2014 - 11:55:33PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (07031333)].DLC2defaultSlottedItemActivatorScript.OnActivate() - "DLC2defaultSlottedItemActivatorScript.psc" Line 101
[02/22/2014 - 11:57:33PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (0703B330)].DLC2defaultSlottedItemActivatorScript.OnActivate() - "DLC2defaultSlottedItemActivatorScript.psc" Line 101
[02/22/2014 - 11:59:41PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (0703B36A)].DLC2defaultSlottedItemActivatorScript.OnActivate() - "DLC2defaultSlottedItemActivatorScript.psc" Line 101
14931February 23 2014PapyrusBug ReportMediumLowDLC2Book01PuzzleBookHolder: Cannot call GetBaseObject()...Confirmed
0%
Task Description
[02/22/2014 - 10:47:13PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (070313AE)].DLC2Book01PuzzleBookHolder.OnActivate() - "DLC2Book01PuzzleBookHolder.psc" Line 25
[02/22/2014 - 10:53:18PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (070313C8)].DLC2Book01PuzzleBookHolder.OnActivate() - "DLC2Book01PuzzleBookHolder.psc" Line 25
[02/22/2014 - 10:57:58PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (07033641)].DLC2Book01PuzzleBookHolder.OnActivate() - "DLC2Book01PuzzleBookHolder.psc" Line 25
[02/22/2014 - 11:13:41PM] error: Cannot call GetBaseObject() on a None object, aborting function call
stack:
    [ (0703B0FC)].DLC2Book01PuzzleBookHolder.OnActivate() - "DLC2Book01PuzzleBookHolder.psc" Line 22
14924February 22 2014PapyrusBug ReportMediumLowDLC2dunNchardakWaterStageEffectScript: Cannot call myWa...Confirmed
0%
Task Description
[02/21/2014 - 11:24:43PM] error: Cannot call myWaterStage() on a None object, aborting function call
stack:
    [ (0701D4C6)].DLC2dunNchardakWaterStageEffectScript.OnActivate() - "DLC2dunNchardakWaterStageEffectScript.psc" Line 37
[02/21/2014 - 11:24:43PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0701D4C6)].DLC2dunNchardakWaterStageEffectScript.OnActivate() - "DLC2dunNchardakWaterStageEffectScript.psc" Line 37
14918February 21 2014PapyrusBug ReportMediumLowDLC2PillarBuilderActorScript: Cannot call DLC2SleepBuil...Confirmed
0%
Task Description
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
14888February 18 2014PapyrusBug ReportMediumLowMagicTrap: (0701FA3F): has no 3d, and so cannot have it...Confirmed
0%
Task Description
[02/17/2014 - 11:40:26PM] error:  (0701FA3F): has no 3d, and so cannot have its motion type changed.
stack:
    [ (0701FA3F)].trapsoulgemcontroller.SetMotionType() - "<native>" Line ?
    [ (0701FA3F)].trapsoulgemcontroller.onBeginState() - "trapSoulGemController.psc" Line 37
    [ (0701FA3F)].trapsoulgemcontroller.GotoState() - "Form.psc" Line ?
    [ (0701FA3E)].MagicTrap.testRefIsSoulGem() - "MagicTrap.psc" Line 261
    [ (0701FA3E)].MagicTrap.CellAttachSetUp() - "MagicTrap.psc" Line 365
    [ (0701FA3E)].MagicTrap.OnLoad() - "MagicTrap.psc" Line 206
14700January 31 2014AnimationsBug ReportMediumLowActivating a "Workstation" messes up sneakingConfirmed
0%
Task Description

Sneak up to any of the “workstations” and activate it. When you quit you are still sneaking, but the crosshair is a normal one (not the “eye”). Re-entering sneak mode will reset it.

Seems to affect all “workstations” - Alchemy Lab, Arcane Enchanter, Blacksmith Forge, Grindstone, Smelter, Tanning Rack and Workbench.

Possibly related http://bugtracker.iguanadons.net/index.php?do=details&task_id=12000 (Fixed)


14651January 25 2014PapyrusBug ReportMediumLowCWFortSiegePhaseTriggerScript: CWFortSiegeCapital (0008...Confirmed
0%
Task Description
01/24/2014 - 05:12:11PM] error: CWFortSiegeCapital (00087C21): attempting to start event scoped quest outside of story manager.
stack:
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetCurrentStageID() - "<native>" Line ?
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetStage() - "Quest.psc" Line 124
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetStageBasedOnTrigger() - "CWFortSiegeScript.psc" Line 172
    [alias TriggerPhase4A on quest CWFortSiegeCapital (00087C21)].CWFortSiegePhaseTriggerScript.OnTriggerEnter() - "CWFortSiegePhaseTriggerScript.psc" Line 18
[01/24/2014 - 05:12:21PM] error: CWFortSiegeCapital (00087C21): attempting to start event scoped quest outside of story manager.
stack:
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetCurrentStageID() - "<native>" Line ?
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetStage() - "Quest.psc" Line 124
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetStageBasedOnTrigger() - "CWFortSiegeScript.psc" Line 170
    [alias TriggerPhase3A on quest CWFortSiegeCapital (00087C21)].CWFortSiegePhaseTriggerScript.OnTriggerEnter() - "CWFortSiegePhaseTriggerScript.psc" Line 18
[01/24/2014 - 05:12:36PM] error: CWFortSiegeCapital (00087C21): attempting to start event scoped quest outside of story manager.
stack:
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetCurrentStageID() - "<native>" Line ?
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetStage() - "Quest.psc" Line 124
    [CWFortSiegeCapital (00087C21)].cwfortsiegescript.SetStageBasedOnTrigger() - "CWFortSiegeScript.psc" Line 168
    [alias TriggerPhase2A on quest CWFortSiegeCapital (00087C21)].CWFortSiegePhaseTriggerScript.OnTriggerEnter() - "CWFortSiegePhaseTriggerScript.psc" Line 18

Note: Errors were from “The Battle for Fort Hraggstad” and/or “The Battle for Solitude”.

14648January 25 2014PapyrusBug ReportMediumLowCWSiegeCityDoorScript: CWAttackCity (0004F8BF): attempt...Confirmed
0%
Task Description
[01/24/2014 - 04:50:03PM] error: CWAttackCity (0004F8BF): attempting to start event scoped quest outside of story manager.
stack:
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetCurrentStageID() - "<native>" Line ?
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetStage() - "Quest.psc" Line 124
    [alias MainGateExterior on quest CWSiege (000954E1)].CWSiegeCityDoorScript.OnActivate() - "CWSiegeCityDoorScript.psc" Line 87

Note: Errors were from “The Battle for Solitude”.

14642January 25 2014PapyrusBug ReportMediumLowCWFortSiegePhaseTriggerScript: CWFortSiegeFort (0008304...Confirmed
0%
Task Description
[01/24/2014 - 04:42:10PM] error: CWFortSiegeFort (00083042): attempting to start event scoped quest outside of story manager.
stack:
    [CWFortSiegeFort (00083042)].cwfortsiegescript.SetCurrentStageID() - "<native>" Line ?
    [CWFortSiegeFort (00083042)].cwfortsiegescript.SetStage() - "Quest.psc" Line 124
    [CWFortSiegeFort (00083042)].cwfortsiegescript.SetStageBasedOnTrigger() - "CWFortSiegeScript.psc" Line 170
    [alias TriggerPhase3A on quest CWFortSiegeFort (00083042)].CWFortSiegePhaseTriggerScript.OnTriggerEnter() - "CWFortSiegePhaseTriggerScript.psc" Line 18

Note: Errors were from “The Battle for Fort Hraggstad” and “The Battle for Solitude”.

14595January 19 2014AnimationsBug ReportMediumLowSabrecat Animation Issue (remaining)Confirmed
0%
Task Description

“I’m afraid the patch on Nexus is incomplete (I discussed about this with the author).

Combat warning idle, injuried idle need the same kind of fix...

“Fixed for USKP 2.0.1” means ALL sabrecat idle animations will be fixed?”

(Quote from Hexaae)

branched off from

http://bugtracker.iguanadons.net/index.php?do=details&task_id=13741

14587January 17 2014ActorsBug ReportMediumLowVighar - LvlVampireBoss in Bloodlet ThroneConfirmed
0%
Task Description

The LvlVampireBoss (0005b830) in Bloodlet Throne should be named “Vighar” when “Dark Ancestor” (FreeformFalkreathQuest03B) is an active quest, but this did not happen in my game. He was named “Nightmaster Vampire.” I don’t know if this is something that can be addressed or not.

14558January 13 2014PapyrusBug ReportMediumLowQF_CWAttackCity_0004F8BF: Cannot call PlaceAtMe()/SetAV...Confirmed
0%
Task Description
[01/12/2014 - 01:33:42PM] error: Cannot call PlaceAtMe() on a None object, aborting function call


stack:


    [CWAttackCity (0004F8BF)].QF_CWAttackCity_0004F8BF.Fragment_0() - "QF_CWAttackCity_0004F8BF.psc" Line 880


[01/12/2014 - 01:33:42PM] error: alias EnemySoldier12 on quest CWAttackCity (0004F8BF): Cannot force the alias's reference to a None reference.


stack:


    [alias EnemySoldier12 on quest CWAttackCity (0004F8BF)].ReferenceAlias.ForceRefTo() - "&lt;native&gt;" Line ?


    [CWAttackCity (0004F8BF)].QF_CWAttackCity_0004F8BF.Fragment_0() - "QF_CWAttackCity_0004F8BF.psc" Line 880


[01/12/2014 - 01:33:42PM] error: Cannot call SetAV() on a None object, aborting function call


stack:


    [CWAttackCity (0004F8BF)].QF_CWAttackCity_0004F8BF.Fragment_0() - "QF_CWAttackCity_0004F8BF.psc" Line 932
14368December 10 2013PapyrusBug ReportMediumLowDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Confirmed
0%
Task Description
[12/07/2013 - 11:10:07PM] error: Cannot call Activate() on a None object, aborting function call


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810


[12/07/2013 - 11:10:07PM] warning: Assigning None to a non-object variable named "::temp32"


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810


[12/07/2013 - 11:10:07PM] error: Cannot call Kill() on a None object, aborting function call


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 137


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810

Load Order:-

Update.esm
USKP (2.0.0a)
Hearthfires.esm
UHFP (2.0.0)
Dragonborn.esm
UDBP (2.0.0)
SBBasement.esm
SBBasementHF.esp
SBBasementDB.esp
no killmoves, no killcams, no killbites.esp

(Note to self. Game12Logs/Papyrus.0317.log)

14339December 10 2013PapyrusBug ReportMediumLowDLC2DBBookLevelLightTranslationSCRIPT:- Failed to setup...Confirmed
0%
Task Description
[12/05/2013 - 08:53:35PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:
    [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.TranslateTo() - "<native>" Line ?
    [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.TranslateToRef() - "ObjectReference.psc" Line 583
    [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.DoLightMovement() - "DLC2DBBookLevelLightTranslationSCRIPT.psc" Line 72
    [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.HandleTransitionEnd() - "DLC2DBBookLevelLightTranslationSCRIPT.psc" Line 147
    [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.OnTranslationAlmostComplete() - "DLC2DBBookLevelLightTranslationSCRIPT.psc" Line 92

Load Order:-

Update.esm
USKP (2.0.0a)
Hearthfires.esm
UHFP (2.0.0)
Dragonborn.esm
UDBP (2.0.0)
SBBasement.esm
SBBasementHF.esp
SBBasementDB.esp
no killmoves, no killcams, no killbites.esp

(Note to self. Game12Logs/Papyrus.0299.log)

14217November 24 2013PapyrusBug ReportMediumLowdunWEFXBatActivator: Object reference has no 3DConfirmed
0%
Task Description
[11/23/2013 - 11:41:23PM] error: Object reference has no 3D

stack:

[ (03013835)].Sound.Play() - "<native>" Line ?

[ (FF000908)].dunWEFXBatActivator.OnActivate() - "dunWEFXBatActivator.psc" Line 12
14023October 21 2013PapyrusBug ReportMediumLowdunProgressiveCombatScriptRefAlias :- Cannot call count...Confirmed
0%
Task Description
10/21/2013 - 08:41:42AM] error: Cannot call countLinkedRefChain() on a None object, aborting function call
stack:
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38
[10/21/2013 - 08:41:42AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38

Load Order:-

Update.esm
Unofficial Skyrim Patch.esp (Beta 2.0.0)
SBBasement.esm
no killmoves, no killcams, no killbites.esp

(Note to self. Game11Logs/Papyrus.0166.log)

14020October 20 2013PapyrusBug ReportMediumLowdunFolgunthurBossBattle :- Cannot call GetLinkedRef() o...Confirmed
0%
Task Description
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call Kill() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112

Load Order:

Update.esm
Unofficial Skyrim Patch.esp (Beta 2.0.0)
SBBasement.esm
no killmoves, no killcams, no killbites.esp
(Note to self. Game11Logs\Papyrus.0156.log)

14014October 19 2013PapyrusBug ReportMediumLowTrapBase: (000EA269): cannot find variable named Mid.Confirmed
0%
Task Description

USKP#37.69 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/19/2013 - 12:18:25PM] error:  (000EA269): cannot find variable named Mid.
stack:
[ (000EA269)].TrapNorPlatform.SetAnimationVariableFloat() - "<native>" Line ?
[ (000EA269)].TrapNorPlatform.fireTrap() - "TrapNorPlatform.psc" Line 177
[ (000EA269)].TrapNorPlatform.OnActivate() - "TrapBase.psc" Line 87
14003October 18 2013PapyrusBug ReportMediumLowdunFolgunthurBossBattle: Action ref cannot be NoneConfirmed
0%
Task Description

USKP#37.53 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/14/2013 - 08:11:32PM] error: Action ref cannot be None
stack:
[ (000AB846)].masterambushscript.Activate() - "<native>" Line ?
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.ActivateNextEnemy() - "dunProgressiveCombatScriptRefAlias.psc" Line 118
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateBattle() - "dunProgressiveCombatScriptRefAlias.psc" Line 89
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunProgressiveCombatScriptRefAlias.RunUpdate() - "dunProgressiveCombatScriptRefAlias.psc" Line 60
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.RunUpdate() - "dunFolgunthurBossBattle.psc" Line 45
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateLoop() - "dunFolgunthurBossBattle.psc" Line 37
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnActivate() - "dunFolgunthurBossBattle.psc" Line 27

Also for refID 000AB83D.

13821October 05 2013AnimationsBug ReportMediumLowSpike trapConfirmed
0%
Task Description

Spike trap ( TrapWoodSpikeBed01 ) hurts you not only when you fall on it but also when you approach it from any side by walking.

13782October 02 2013PapyrusBug ReportMediumLownorRotatingDoorSCRIPT :- Cannot call PlayAnimation() on...Confirmed
0%
Task Description
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30

Load Order:-

Update.esm
HearthFires.esm
Dragonborn.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
Unofficial Hearthfire Patch.esp
Unofficial Dragonborn Patch.esp
SBBasementHF.esp
SBBasementDB.esp
No Killmoves, No Killcams, No Killbites.esp

(Note to self. GameLogs\Papyrus.0178.log)

13742September 29 2013AudioBug ReportMediumLowWolves don't growlConfirmed
0%
Task Description

Wolves animation when the head is shaking and they are supposedly growling have no sound. It should probably use “NPCWolfBreathe”.
You can see this for example with the 2 trapped wolves at Craigslane Cave.

13682September 26 2013PapyrusBug ReportMediumLow[Hearthfires] BYOHDivertPrefabsScript: Errors while pro...Confirmed
0%
Task Description
[09/23/2013 - 04:08:19PM] Error: Cannot add None to a container
stack:
    [ (00102A81)].BYOHDivertPrefabsScript.RemoveItem() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 55
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Disable() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 56
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Delete() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 57
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Bookshelf processed. Object state was: TRUE
13629September 21 2013Perks & SkillsBug ReportMediumLowUsing Fortify Sneak can increase your chance of being d...Confirmed
0%
Task Description

Identical to pickpocketing enchantments and potions, there’s an issue with the sneaking. Items with Fortify Sneak don’t always make sneaking easier, quite the opposite in fact. I’ve tested this rather extensively in the past and even if it’s not as easy to see as the pickpocketing bug, which gives you numbers to compare, it’s definitely there. The Stealth perks “You are x% harder to detect when sneaking.” always work as intended.

13622September 20 2013MeshesBug ReportMediumLowDwarven spider can leave skidmarksConfirmed
0%
Task Description

The dwarven spider may have weight vertex issue that is revealed only when it is killed and falls apart. This one flew for quite a distance.

http://afkmods.iguanadons.net/uploads/gallery/album_8/gallery_1498_8_100447.jpg

13608September 20 2013MeshesBug ReportMediumLowsprigganmatron.nif - UV errorsConfirmed
0%
Task Description

meshes/actors/spriggan/character assets/sprigganmatron.nif

Several stretched/blurred patches. First two are the most noticeable.

Back:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_1.jpg

Crotch:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_2.jpg

Horn:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_3.jpg

Foot:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_4.jpg

Arm:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_5.jpg

13603September 20 2013PapyrusBug ReportMediumLownone errors from NirnrootACTIVATORScriptConfirmed
0%
Task Description

I picked quite a few nirnroots after they’d respawned but surprisingly only one gave errors.

[09/19/2013 - 03:12:32PM] Error: Cannot call SetScale() on a None object, aborting function call
stack:
    [ (000F3B5D)].NirnrootACTIVATORScript.OnActivate() - "NirnrootACTIVATORScript.psc" Line 45
[09/19/2013 - 03:12:32PM] Error: Cannot call EnableNoWait() on a None object, aborting function call
stack:
    [ (000F3B5D)].NirnrootACTIVATORScript.OnActivate() - "NirnrootACTIVATORScript.psc" Line 46
[09/19/2013 - 03:12:32PM] Error: Cannot call DisableNoWait() on a None object, aborting function call
stack:
    [ (000F3B5D)].NirnrootACTIVATORScript.OnActivate() - "NirnrootACTIVATORScript.psc" Line 49
[09/19/2013 - 03:12:32PM] Error: Cannot call Delete() on a None object, aborting function call
stack:
    [ (000F3B5D)].NirnrootACTIVATORScript.OnActivate() - "NirnrootACTIVATORScript.psc" Line 50
13598September 19 2013PapyrusBug ReportMediumLowMaceTrap [refID] has no 3d so no motion type changeConfirmed
0%
Task Description
[09/15/2013 - 02:02:14PM] Error:  (0008B900): has no 3d, and so cannot have its motion type changed.
stack:
    [ (0008B900)].MaceTrap.SetMotionType() - "<native>" Line ?
    [ (0008B900)].MaceTrap.OnCellDetach() - "MaceTrap.psc" Line 45
13586September 19 2013PapyrusBug ReportMediumLowLetters, notes an books containing aliases can be screw...Confirmed
0%
Task Description

This problem affects letters, notes and books containing aliases. This includes (but is not limited to) :

- All inheritance letters

- Falk firebread letter

- Nearly all bounties notes

- Elenwen’s invitation at the Thalmor party

- Hearthfire’s deeds of property

- Hearthfire’s invitations from related jarls or housecarls

You first have to place the letters/notes/books on a bookshelf using the associated activator and exit the placement menu. Next :

- You can enter back in the bookshelf menu, read the letters/notes/books from there, and even take them back. No problem at this time...

OR

- You can avoid the bookshelf menu and try to read directly the letters/notes/books. The text is then completely screwed and blank from the first alias until the end. You can exit the read menu to cause no harm, but if you choose to take back the letters/notes/books in this way, then they are definitively screwed...

Here's a savegame for testing purpose. Several related letters/notes available in inventory, and 1 in the bookshelf just in front of you.

13576September 18 2013Perks & SkillsBug ReportMediumLowBlocking a power attack with a spell equipped cancels t...Confirmed
0%
Task Description

If a player blocks with their shield and I have a spell equipped, if I block a power attack I stop blocking, yet if I had a sword and was blocking with a shield it doesn’t do that. I wasn’t using any mods.

13562September 15 2013CrashBug ReportMediumLow[Dawnguard] C++ Runtime r6025 error - Jiubs QuestConfirmed
0%
Task Description

Starting with this post in the BGS forum mega thread - I am convinced either not picking up Jiubs pages, or if you do pick one up seeing Jiubs quest through to completion solves the C++ CTD

Also confirmed as a fix by a few more people in the topic on steam forum.

Whether this is a quest fix which needs to be done for Dawnguard, or an item fix with associated scripting ( the pages of the book ) .. idk.

( Apologies if this has already been noted as a bug elsewhere, had a look around to see if its possibly under another heading I did not associate this problem with - Did not find an entry ).

13547September 11 2013PapyrusBug ReportMediumLowMGRitual05DragonScript: (00060BAE): Failed to send even...Confirmed
0%
Task Description

Random dragon encounter (just North of Riften Stables). Not the first time I’ve seen such an error - different locations (including the dragons roosting on Word Walls) not always identical errors, often on different “body parts”.

[09/11/2013 - 09:25:13PM] error:  (FF0008E5): Failed to send event HeadBleed04 for unspecified reasons.
stack:
    [ (FF0008E5)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (FF0008E5)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
    
A couple of similar errors from recent logs:-

[09/02/2013 - 03:29:23PM] error:  (00060BAE): Failed to send event WingRBleed04 for unspecified reasons.
stack:
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 346
[09/02/2013 - 03:31:07PM] error:  (00060BAE): Failed to send event HeadBleed04 for unspecified reasons.
stack:
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
[09/02/2013 - 03:31:39PM] error:  (00060BAE): Failed to send event BloodFade for unspecified reasons.
stack:
    [ (00060BAE)].dragonactorscript.PlaySubGraphAnimation() - "<native>" Line ?
    [MQKillDragon (00035D56)].mqkilldragonscript.deathSequence() - "MQKillDragonScript.psc" Line 65
    [ (00060BAE)].dragonactorscript.onBeginState() - "dragonActorSCRIPT.psc" Line 201
    [ (00060BAE)].dragonactorscript.GotoState() - "Form.psc" Line ?
    [ (00060BAE)].dragonactorscript.OnDeath() - "dragonActorSCRIPT.psc" Line ?

Load order:-

Update.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
No Killmoves, No Killcams,No Killbites.esp

13279July 21 2013PapyrusBug ReportMediumLowExploit on Dynamo ActuatorConfirmed
0%
Task Description

In Fahlbtharz Grand Hall, there are three Dynamo Actuators that require three Dynamo Centurion cores to activate them. One is already in place, the other two are obtained from the Centurion guardians below. However if you press ‘E’ or equivalent a number of about 5 times repeatedly on the Dynamo Actuator, a Centurion Dynamo core will appear anyway, on all three, negating the need to kill the centurions at all.

http://afkmods.iguanadons.net/index.php?/gallery/image/1159-activator-cheat/


13240July 16 2013TexturesBug ReportMediumLowPaarthurnax' fixed tooth has texture/UV issueConfirmed
0%
Task Description

you know, the one that was missing and appeared black with the official HD texture DLC? (picture shown in this mod: http://skyrim.nexusmods.com/mods/8236//?)

well if you look closely, the texture doesn’t quite fit there actually and a seam is visible at all times.

not sure if this should be fixed on the mesh or the texture, i bet texture might be easier, but fixing it on the mesh might remove the problem for all retextures as well...

13201July 11 2013AnimationsBug ReportMediumLowBridge makes no soundConfirmed
0%
Task Description

In Raldbthar Deep Market, when entering the huge room with the Falmer at the start, climbing up the is a button you eventually reach which you need to push to activate a draw bridge of sorts across the other side of the room. However it’s not so far away that the thud of the impact it makes on the ground should be heard. I’ve heard similar sounds in other areas of the game, but when pressing the button and watching the bridge thump down, there is no audio. Might not be a bug, but certainly is strange in game.

http://afkmods.iguanadons.net/index.php?/gallery/image/1088-the-quiet-bridge/

13124July 01 2013AnimationsBug ReportMediumLowDraw bow or draw dual weapon during sneak obtain incorr...Confirmed
0%
Task Description

This issue occur when equip with bow or dual weapon.

   How to trigger this bug:
     Step1:sheath your weapon
     Step2:switch to sneak mode
     Step3:hold W button(keep move forward)
     Step4:draw your bow or dual weapon
     Step5:you will see your guy obtain normal run speed in sneak mode.(release W botton or sprint will reset moving speed to normal)
  I test it with a clear install of Skyrim Lengendry version 1.9.32.0 with only 4 unofficial skyrim patcher mod installed.
13088June 25 2013AnimationsBug ReportMediumLowAvalanche doesn't triggerConfirmed
0%
Task Description

As I’ve located on the map in the screenshot, the game guide tells of a place called Avalanche pass, a place with no marker but more a place of interest. You find some dead refugees below, buried in the snow basically. I thought that was it until I kept heading west to find, as in screenshot, an idle bunch of rocks that would not budge. It seems the idea was, according to the game guide, was when walking through from the eastern side, this avalanche would come upon you roughly the same time you discovered the other dead refugees. Instead they remain idle here, wondering if they bugged out in any way.

http://afkmods.iguanadons.net/index.php?/gallery/image/974-frozen-avalanche/

http://afkmods.iguanadons.net/index.php?/gallery/image/975-location-of-avalanche/

12337March 09 2013AnimationsBug ReportMediumLowWerewolf can't claw through spiderwebConfirmed
0%
Task Description

OP: I dunno if it’s a bug, or just something overlooked by Bethesda, but... Werewolves can’t claw through spiderwebs - for instance the one blocking your path in Bleak Falls Barrow. Seems a little odd if nothing else.

This may also affect vampire lords.

12091February 20 2013PapyrusBug ReportMediumLowtrapsoulgemcontroller: error: (00103980): has no 3d, a...Confirmed
0%
Task Description

Instead, they spawn errors on the log (Skyrim 1.8 with USKP 1.2.7 installed):

[02/17/2013 - 06:17:19PM] error:  (00103980): has no 3d, and so cannot have its motion type changed.
stack:
    [ (00103980)].trapsoulgemcontroller.SetMotionType() - "<native>" Line ?
    [ (00103980)].trapsoulgemcontroller.onBeginState() - "trapSoulGemController.psc" Line 37
    [ (00103980)].trapsoulgemcontroller.GotoState() - "Form.psc" Line ?
    [ (00103981)].MagicTrap.testRefIsSoulGem() - "MagicTrap.psc" Line 261
    [ (00103981)].MagicTrap.CellAttachSetUp() - "MagicTrap.psc" Line 360
    [ (00103981)].MagicTrap.OnLoad() - "MagicTrap.psc" Line 206
[02/17/2013 - 07:07:35PM] error:  (000E7A40): has no 3d, and so cannot have its motion type changed.
stack:
    [ (000E7A40)].MaceTrap.SetMotionType() - "<native>" Line ?
    [ (000E7A40)].MaceTrap.OnCellDetach() - "MaceTrap.psc" Line 45
12014February 14 2013MagicBug ReportMediumLowDetect Life - Understone Guards are shown as hostileConfirmed
0%
Task Description

Markarth City Guards stationed in Understone Keep are shown as red when using Detect Life.

Markarth City Guards stationed in Markarths Exterior are shown as blue when using Detect Life.

Moving a Understone Keep Guard outside will change him to blue, but he will turn red again when he returns to the Keep

Moving a Exterior Guard into the Keep will -not- make him red, he will remain blue.

Both the guards in the Keep and outside in the city have the same relationship rank to the player (0), and the same hostility (1).

11891February 02 2013MeshesBug ReportMediumLowwhtempletalos3.nif - Seethrough gapsInvestigating
0%
Task Description

/meshes/architecture/windhelm/whtempletalos3.nif

http://dl.dropbox.com/u/41720073/skyrim/whtempletalos3.jpg


9988December 02 2012MeshesBug ReportMediumLowSeethrough hole in Dragonscale ArmorConfirmed
0%
Task Description

Seethrough hole in Dragonscale Armor

7788December 02 2012TexturesBug ReportMediumLowBlind eyed player's eyes are messed up after becoming v...Confirmed
0%
Task Description

USKP, UDGP, and UHFP are installed and in proper load order.

No vampire or eye altering mods are installed.

Only tested with a preset female Imperial, blind in right eye.

Eyes are both the proper glowing vampire eye from straight on, while from an angle to the blind eye’s right, the blind eye z-fights with the vampire eye.

5664December 02 2012QuestsBug ReportMediumLow[DG] Deceiving the Herd will not acknowledge your chose...Confirmed
0%
Task Description

After being sent on the quest “Deceiving the Herd” (sent to Riften) it became apparent that no matter who I killed for this quest, regardless of the time of day, and despite it being in the public plaza, the quest does not advance.

Or, it appears to be extremely erratic since it DID advance once but the guards killed me long before I could get close to plant the note or even think about trying to leave the city. I have been unable to get this to trigger again though.

Tried with and without Open Cities installed, it made no difference. There’s also a similar report on the official forums from another user who got this in Solitude and also could not advance it, and they are not using Open Cities either.

The quest is apparently dependent on a very unreliable story event trigger that is close to impossible to satisfy.

5627December 02 2012AnimationsBug ReportMediumLowCarry Bucket Package Animation is bugged.Confirmed
0%
Task Description

Three actors each have three packages which oblige them to; fill a bucket with water, carry it to a specific point in the location, drop the water into whatever they’re filling.

The problem is that the actor goes to the water and attempts to fill the bucket, which fails(abruptly ends the animation) then goes to the target with the bucket in one hand (tipping it to the side) and when s/he is too drop the water s/he just stands there as if the animation is missing.

I think the problem is within the script or something else in the packages. The animation itself exist and works, but it doesn’t show up in game.

Packages with this bug:

KodrirCarryBucket11x2

KodrirCarryBucket15x2

KodrirCarryBucket7x2

LeftHandMineDaighreCarryBucket11x2

LeftHandMineDaighreCarryBucket15x2

LeftHandMineDaighreCarryBucket7x2

MarkarthOmluagCarryBucket11x2

MarkarthOmluagCarryBucket15x2

MarkarthOmluagCarryBucket7x2

Easiest way to reproduce bug is by following Daighre around 7am, 11am or 15pm, since the other packages got 10% chance of even happening.

5049December 02 2012AnimationsBug ReportMediumLowPauldron armature bones are misaligned in many NPC anim...Confirmed
0%
Task Description

The pauldron bones are out of alignment in several NPC animations. Most glaring is the idle. Screenshots are provided using the apparel mesh that gives the most evident sign of the problem: the female ancient nord armor. Note that the metal loop on the bottom is not connected and a gap is prominently visible in the weapons-sheathed idle. The pauldrons are also quite visibly not symmetrical (not even close) as shown in Screen 1. It seems that the walk animation also makes them over-react to shoulder movement, causing serious clipping, as shown in Screen 2. Running does not appear to be affected as evidenced by the third screen. Weapons-drawn animations have yet to be examined.

It is apparent on the male animations as well: the male Ebony armor shows that the right pauldron is clipping into the shoulder while the left is not while idle, as shown in the fourth screen.

Screens exhibiting the bug are bundled in the attached 7z archive.

I have contacted 3ukalipto, author of the recent Skyrim Nexus hotfile “New Animations for Elegant Archers” and he is open to fixing it once he has a visualization of the bug.

1451December 02 2012ActorsBug ReportMediumLowMorokei does not attackConfirmed
0%
Task Description

Quest for the staff of Magnus: After killing the two Enthralled Wizards, Morokei is free and floating araound but does not attack the player. You can kill him easily.

Note: If you kill Morokei and resurrect him after that, he still won’t attack. But: If you kill Morokei, take the staff of magnus and trigger the next stage of the quest, he WILL attack after you resurrect him.

1450December 02 2012QuestsBug ReportMediumLowOdahviing will not advance into the trap after being fo...Confirmed
0%
Task Description

During “The Fallen”, Odahviing is supposed to be called to Dragonsreach. When this happens, a brief fight with him ensues, and once you force him to land using the Dragonrend shout, everyone is supposed to retreat into the covered area where the chain trap is.

All goes according to plan, except Odahviing will land and then just sit there, no longer fighting, but no longer trying to take off and fly away either.

On my first two plays through the game, this worked as expected. My 3rd had this happen.

According to SQV MQ301, the stage sticks at 150 so his AI never kicks in to make him move toward the trap.

One must walk back up to him and start attacking until he strikes back, then quickly move backward. He’ll follow for a bit before returning to a non-functioning state. Repeat as needed until the trap fires and you can then proceed with the quest.

I’ve checked, and the USKP does not edit anything to do with this, and it’s not induced by mods. Nor is it something Dawnguard screwed up. It appears to have broken some time between patch 1.5 and 1.7, though without an older save to check it against this is hard to determine.

338December 02 2012MeshesBug ReportMediumLowSummerset Shadows banner disappearsConfirmed
0%
Task Description

The Summerset Shadow’s banner has a tendency to become invisible. It’s still there and can still be set on fire, but you can’t see it. I had it reappear once by closing and reopening the game while I had a save right in front of it. it later disappeared again when I set it on fire the 2nd time after that. I also in one instance had the game fail to give me the objective to burn it.

175December 02 2012TexturesBug ReportMediumLowEye texture/shader corruption when invisibiity is cast ...Confirmed
0%
Task Description

Whenever I use an invisibility potion, go into stealth while in combat with the 100 sneak perk or when going into werewolf form, the eye texture on the character messes up/gets misaligned.

This issue occurs both with and without eye texture mods for me. I was half hoping installing a texture mod would fix it, but evidently not.

Here’s a screen of my character after said thing has happened.

cloud.steampowered.com/ugc/631857820569117501/2453BEC6371F5BC8E9B59CFE808ABA5F8E1622BD


I can definitely confirm this bug is caused by the Shadowcloak of Nocturnal power and also invisibility potions. My character is a nord with the gray eyes


I also had this problem. I found that the shadow warrior perk was what was doing it to me. So I went into console and used player.removeperk 00058214. Then I’ve just been avoiding using invisibility potions. Then I reset my eyes in the showracemenu, and it hasn’t happened again so far. So unless you just can’t live without the shadow warrior perk and invisibility potions I suggest you do this. Please reply if this doesn’t work for you. :)

119December 02 2012AnimationsBug ReportMediumLowDragon kill-cam animation is displacedConfirmed
0%
Task Description

The special animation for killing a dragon is bugged. The placement of your character is almost always offset to the left or right from the actual dragon so it looks like you’re floating in the air and hitting nothing, though the dragon reacts to every hit and is killed after the animation is done.

Verified, and I conveniently have screenshots that show this:

http://www.iguanadons.net/gallery/Slasher-599.html

http://www.iguanadons.net/gallery/Savage-Kill-561.html

I hadn’t even noticed it being offset, but it clearly is.

75December 02 2012AnimationsBug ReportMediumLowOrc bandit played shield-banging animation with no shie...Confirmed
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Task Description

An orc bandit carrying only a one-handed mace in the right hand and an empty left hand ran towards me to fight me on the plain ground, then paused about 4 meters away from me and played an animation that was clearly a “drum your weapon on your shield” tough guy sort of thing, like a bull scratching its hooves on the ground before it rams you. However - he had no shield, and there was no banging sound.

It seemed he just stopped dead right ahead of me and started hitting his own elbow with a mace a few times, without a sound, before proceeding to attack me normally.

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