Unofficial Skyrim Legendary Edition Patch

Bug tracker for the Unofficial Skyrim Legendary Edition Patch.

IDOpenedOpened byCategorySummaryOperating SystemStatusSeverityPriorityProgress
22441May 22 2017zZz1Placed ReferencesSeveral gaps in rock cliffs in HaafingarAllNewLowVery Low
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Task Description

Several gaps in the rocks. FormID = 00065846, 0006891e, 00066f81, 00067003.

22437May 21 2017MultiphorActorsBoth of the Dark Brotherhood Initiates' inventories res...AllFix PendingLowVery Low
100%
Task Description

Both of the Dark Brotherhood Initiates inventories reset when they shouldn’t do. This is most likely because they have the “Respawn” flag checked on the DBInitiate1 and DBInitiate2 actors. They are both marked as essential actors so having the “Respawn” flag checked when they can’t die doesn’t make any sense.

22436May 21 2017Penetrator3Placed ReferencesSome gaps on the road between Solitude and DragonbridgeWindows PCNewVery LowVery Low
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Task Description

- small gap under a road-piece near the mountain flower with ID 000e910d another gap is on the other side, middle of the road.
- small gap under a rock/mountain-piece behind the mountain flower with ID 000ea24e.
- a gap in the landscape near the rockpile with ID 000ea212.
- a gap under a rockpile with ID 000ea213.

(Skyrim LE and Skyrim SE)

22429May 18 2017iMACobraActorsSnilf is not flagged as UniqueWindows PCFix PendingVery LowVery Low
100%
Task Description

Snilf, in Riften, is not flagged Unique despite being a citizen who can die and be buried in Riften’s Hall of the Dead.

22428May 16 2017Penetrator3Placed ReferencesBig gap in landscape near Solitude entranceAllFix PendingLowVery Low
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Task Description

A big gap between the landscape and road in front of Solitude entrance.

(Skyrim SE and Skyrim LE)

22427May 16 2017Penetrator3MeshesSolitude grate mesh transparencyAllNewLowVery Low
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Task Description

The grate mesh used in Solitude (the actual grate on it) has a transparency issue.
For example the one with reference ID 000c34b9 in solitude.

22425May 16 2017JoeItemsAetherial Staff stops workingWindows PCNewLowVery Low
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Task Description

The Aetherial Staff stopped summoning anything after several days in-game. More specifically, the first it failed to work was in Fort Greenwall against bandits. The staff still plays appropriate animations and sounds when used, and the bluish orb that the staff emits still plays, but the summoning animation itself does not play and nothing is summoned. This does not appear to be caused by spell absorption bug suggested on several forums and conjuration spells are unaffected.

22421May 15 2017Penetrator3Placed ReferencesClipping objects/gaps in LargashburWindows PCFix PendingLowVery Low
100%
Task Description

-Horncandle 00050270 clipping into table in Largashbur Cellar.
-Barrels 000b33c3 partly sunk into ground behind Largashbur Longhouse.
-Hanging metalring 0002ebab clipping into Rock/Mountain in the small hut behind the shrine in Largashbur.
-Gaps at the end of two struts from the Largashbur Longhouse, near the cellar entrance.

(Skyrim SE and Skyrim LE)

22420May 14 2017iMACobraTextDialogueOrcsWiseWomanPeopleTopic: Typo in one of Murbul...Windows PCFix PendingVery LowVery Low
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Task Description

The wrong spelling is used in the sentence spoken by Murbul, “We guide the tribe and advice our kin on what is most pleasing to Malacath.” The word advise should be in its place instead.

British English uses the same spellings as in American English, advice is the noun and advise is the verb.

22419May 14 2017Penetrator3Placed ReferencesSack of mammoth cheese and giants club embedded/clippin...Windows PCFix PendingLowVery Low
100%
Task Description

Sack of mammoth cheese 00096ca5 embedded into ground near statue of Malacath in Giant’s Grove.
Giants Club 00096ca6 clipping through ground near statue of Malacath in Giant’s Grove.

(Skyrim SE and Skyrim LE)

22410May 12 2017BlackPeteTextDialogueKarthwasten [000622D1]: typoAllFix PendingLowLow
100%
Task Description

Incorrect: Sauranach mine is open again. How am I supposed to handle all this work?

Correct: Sanuarach Mine is open again. How am I supposed to handle all this work?

22409May 11 2017iMACobraTextMisc. Objective in FreeformKarthwastenA mispells Sanuar...Windows PCFix PendingVery LowVery Low
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Task Description

Misc. objective states: Convince Atar to leave Sauranach Mine or Convince Ainethach to sell Saunaruch Mine.

I loaded up just USLEEP 3.0.9 in the CK just to make sure.

22407May 11 2017iMACobraTextDialogueMarkarthPostAttackScene01View [000559B8]: subti...Windows PCFix PendingVery LowVery Low
100%
Task Description

Kerah’s textual line, “You want to give up now? Out of fear? Is that what we’re teaching our daughter?” is inconsistent with the audio line, “You want to give up now? Out of fear? Is that what we’re gonna teach our daughter?” in Quest DialogueMarkarthPostAttackScene01.

“You want to give up now? Out of fear? Is that what we’re teaching our daughter?” (Text)
“You want to give up now? Out of fear? Is that what we’re gonna teach our daughter?” (Audio)

File path to voiced line is: sound\voice\skyrim.esm\femalecommoner\dialoguema__000559b8_1.fuz

22406May 10 2017BlackPetePlaced ReferencesBowl and tankard placed outside bounds in Old Hroldan I...AllFix PendingLowLow
100%
Task Description

http://imgur.com/a/yd4Cg

A bowl [000E59CA] and tankard [000E59CE] are placed outside of the bounds in the Old Hroldan Inn.

22405May 09 2017iMACobraPlaced ReferencesSkuli doesn't sleep at nightWindows PCFix PendingVery LowVery Low
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Task Description

Skuli has an assigned bed in Old Hroldan Inn but doesn’t sleep in it.

22401May 08 2017BlackPetePlaced ReferencesChest clipping in Lund's HutAllFix PendingLowLow
100%
Task Description

A chest [000DB120] is clipping into a dirt mound [000F3B76] and a wall in Lund’s Hut.

22400May 07 2017GarlanPlaced ReferencesKnud has an assigned bed but does not use it to sleep i...AllFix PendingVery LowVery Low
100%
Task Description

Knud is the owner of the upper single bed in Katla’s Farm. However, he doesn’t sleep in it at night, instead sandboxing around. I assume it is because his bed is not a child variant.

22399May 07 2017GarlanPlaced ReferencesSissel does not sleep at nightWindows PCFix PendingVery LowVery Low
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Task Description

Sissel does not sleep at night. There are three beds in Lemkil’s house clearly meant for him and his two daughters, but Sissel doesn’t use any of them at night. Instead she sandboxes around. I assume this is due to none of the beds being child variants.

22398May 07 2017GarlanPlaced ReferencesBritte does not sleep at nightWindows PCFix PendingVery LowVery Low
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Task Description

Britte does not sleep at night. There are three beds in Lemkil’s house clearly meant for him and his two daughters, but Britte doesn’t use any of them at night. Instead she sandboxes around. I assume this is due to none of the beds being child variants.

22396May 07 2017iMACobraPlaced ReferencesErith doesn't sleep in her bedWindows PCFix PendingVery LowVery Low
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Task Description

Erith doesn’t sleep because her bed is not a child’s bed, but it does have ownership so Daighre can’t sleep in it, thankfully.

22395May 07 2017iMACobraActorsAdara doesn't sleep at night. Bed is not tailored for h...Windows PCFix PendingVery LowVery Low
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Task Description

Adara doesn’t sleep due to her designated single bed in Endon’s House not being an actual child’s bed so she stands around all night long (or Adara has insomnia :P). The single bed (as well as the double bed) also has no ownership so her parents are able to sleep in it.

22386May 01 2017MultiphorQuestsBrynjolf doesn't talk to the player about returning the...AllNewLowVery Low
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Task Description

Brynjolf doesn’t talk to the player about returning the Skeleton Key after completing Darkness Returns (TG09). He is supposed to be standing in the centre of the Cistern, but he doesn’t and when you talk to him, he doesn’t have the dialogue about returning the Skeleton Key. The lines in TG09Post in TG09PostBrynjolfGreetBranch and TG09PostBrynjolfGreetBranchOutro aren’t available when they should be.

22381May 01 2017BlackPetePlaced ReferencesPuzzle in Lost Valkygg - bars lowered on first visitAllConfirmedLowLow
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Task Description

The bars associated with the pressure plate puzzle will already be lowered when you visit Lost Valykgg for the first time. This allows you to bypass the puzzle which obviously has to be a mistake.

The bars will be reversed every time you revisit the dungeon so it seems like Bethesda got whatever it is that controls the way the puzzle works backwards.

FormIDs for the bars: 00080A97, 00080A98, 00080A99

By the way, I checked my papyrus log and didn’t get any errors.

22380May 01 2017MeshesBreezehome Bookshelf Empty spaceWindows PCNewVery LowVery Low
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Task Description

This empty space before the books begins to be placed..>
s13.postimg.org/ucb4smvt3/bugbook.png


This another bookshelf with different model is how it should be:>
s13.postimg.org/b8htcaiyv/normalbook.png

In short, the problem is where the books begin to be placed, far from the edge.

22379April 30 2017BlackPetePlaced ReferencesBrazier in Lost Valkygg - missing embers/clipping wallAllFix PendingLowLow
100%
Task Description

Originally reported in USLEEP thread on AFK Mods forums:


A brazier [0001D027] in Lost Valkygg is missing its embers. It is also clipping with the wall behind it.


22375April 27 2017BlackPetePlaced ReferencesMisplaced thickets and shrubs (16)AllConfirmedLowLow
50%
Task Description

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

000143A1, 00015874, 00015875, 00015876, 00015877, 00015878, 000158BA, 00015933, 000168A4, 0001A3D8, 0001A3DD, 0001A3E0, 0001F273, 0001F274, 0001F29D, 000201FA, 000201FC, 000201FD, 00023437, 0002539A, 0002539B, 0002539D, 000253D5, 0003C0FA, 0003C19F, 00041077, 00042B3D, 00042DDE, 00042DDF, 00042DE0, 00042DE1, 00042DE2, 00044AD6, 000452AF, 000452B0, 000452B1, 000452B2, 000452B3, 000452C0, 000452C1, 000452C2, 000452D4, 0004534B, 00045390, 00045391, 000453A7, 000453A8, 000453A9, 000453AA, 00045973, 00045977, 00047F87, 00047FC6, 00047FC7, 00048013, 00048014, 0004834C, 0004834D, 0004A526, 0004A528, 0004A529, 0004A52A, 0004A52F, 0004CC3B, 0004CC3D, 0006983B, 0006A94F, 0006AA9B, 0006AAA3, 0006BAC9, 0006E5DB, 0008338C, 0008339C, 0008454B, 00089FF7, 00089FF9, 0008ED35, 0008ED64, 0008F88A, 00096584, 000A10B9, 000A10BB, 000A10BD, 000A52D8, 000AB895, 000AB896, 000AB897, 000AB8A0, 000AB8A2, 000AB8FB, 000AFAFA, 000AFAFB, 000B3FD4, 000B3FE5, 000B3FE6, 000B3FE7, 000B3FE8, 000B3FEA, 000B7420, 000C0719, 000C071A, 000C071B, 000C071C, 000C071D, 000C071E, 000C0866, 000C095E, 000C095F, 000C09FF, 000C0A19, 000C0A1A, 000C0A1B, 000C0A1C, 000C0A27, 000C0A2A, 000C0A2B, 000C0A2C, 000C2B28, 000C378A, 000C378C, 000C3954, 000C395A, 000C507D, 000C507F, 000C5080, 000C508A, 000C508B, 000C508C, 000C508D, 000C508E, 000C508F, 000C50B1, 000C7E47, 000C7E50, 000C7E51, 000C7E52, 000C7E53, 000C7E54, 000CA189, 000CA18B, 000CA1D0, 000CA1D1, 000CA1DB, 000CA1DC, 000CCA32, 000CCA33, 000CCA3C, 000CCA3D, 000CCA3E, 000CCA3F, 000CCAE5, 000CF13B, 000CF145, 000CF146, 000CF14B, 000D4026, 000D4027, 000D4028, 000D4029, 000D402A, 000D402B, 000D5187, 000D5188, 000D5189, 000D518A, 000D51A1, 000D9092, 000DB6E6, 000DB6E7, 000DB72B, 000DB779, 000DB780, 000DB781, 000E1247, 000E1248, 000E1249, 000E3A9B, 000E3AAF, 000E3AB0, 000E3AB3, 000E3AB4, 000E3AB7, 000E3AC4, 000E3AC5, 000E3B49, 000E3B4A, 000E3B8A, 000E3B8B, 000E3B8C, 000E43A1, 000E43A2, 000E43E9, 000E44A1, 000E44C4, 000E44C5, 000E44EC, 000E44FB, 000E4507, 000E4526, 000E4543, 000E4565, 000E6822, 000E6823, 000E68F2, 000E6902, 000E692E, 000E8D50, 000E9714, 000E971C, 000E971D, 000E971E, 000EA2D9, 000EE23E, 000EE27C, 000EE5D6, 000F6048, 02012268, 0201449F, 020144A1

22374April 27 2017MultiphorTextAerin's house is incorrectly called House of Mjoll the ...AllFix PendingLowVery Low
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Task Description

Aerin’s house is incorrectly called House of Mjoll the Lioness in Thieves Guild radiant quests, even though the name of the cell is Aerin’s House and the key to the house is called Aerin’s House Key. This is because RiftenHouseofMjolltheLionessLocation has its name set to House of Mjoll the Lioness, when it should be set to Aerin’s House or House of Aerin instead.

22373April 26 2017MultiphorPlaced ReferencesGaps visible under Mine Cliff piece in the Twilight Sep...AllFix PendingLowVery Low
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Task Description

There are gaps visible under a Mine Cliff piece in the Twilight Sepulcher (TwilightSepulcher01). The Mine Cliff piece’s Form ID is 0005BB49.

22370April 25 2017zZz1Placed ReferencesGap under rock next to Loreius FarmAllFix PendingLowVery Low
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Task Description

The gap under the rock next to the farm Lorey. FormID = 000c2b19.

22369April 25 2017zZz1Placed ReferencesGap under rock above Hjaalmarch Stormcloak CampAllFix PendingLowVery Low
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Task Description

The gap under the rock above the Hjaalmarch - camp brothers storm. FormID = 0004cd35.

22368April 25 2017zZz1MeshesPossible bug with Honningbrew Meadery house modelsAllNewLowVery Low
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Task Description

Possible bug with models of houses Mead brewery Hanning.
Maybe this was already known, but just in case please check them out. They may have a bad collision collision or something, because for example when you hit with a weapon, bow, magic - no sound and particle collisions (and the arrows disappear). FormID = 0007cd57, 0007ce47.

22361April 22 2017MultiphorItemsWerewolf Pelts can't be turned into leather at a tannin...AllFix PendingLowVery Low
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Task Description

Werewolf Pelts can’t be turned into leather at a tanning rack. Bug #19972 made werewolves drop Werewolf Pelts instead of Wolf Pelts when they die, but didn’t make it so that the Werewolf Pelts can be turned into leather at a tanning rack.

22356April 21 2017MultiphorPlaced ReferencesGap under dirt mound near Kolbjorn Barrow in SolstheimAllFix PendingLowVery Low
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Task Description

There is a gap visible under a dirt mound near Kolbjorn Barrow (DLC2KolbjornBarrowExterior01) in Solstheim (DLC2SolstheimWorld). Its Form ID is 0403B419.

22354April 21 2017MultiphorPapyrusTrigger in Swindler's Den should disable itself when en...AllNewLowVery Low
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Task Description

The MS08InteriorBaseTrigger in Swindler’s Den (SwindlersDen01) should disable itself when entering it during the In My Time Of Need (MS08) quest. This should be done because if the player talks to Saadia and then goes straight to Swindler’s Den without talking to the Alik’r Prisoner in the Whiterun Prison, and then kills Kematu, entering the MS08InteriorBaseTrigger will cause the game to display the “Kill Kematu” quest objective, even though he is dead. The MS08InteriorBaseTriggerScript should be set to disable itself after it is entered when the In My Time Of Need (MS08) quest is active. The trigger should only be set to disable itself if the In My Time Of Need (MS08) quest is active.

22351April 18 2017zZz1Placed ReferencesTrees floating above ground level (2)AllFix PendingLowVery Low
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Task Description

Located trees above ground level. FormID = 000c5e82, 000c4c15.

22350April 18 2017zZz1Placed ReferencesNear the cave Shimmering mist the gaps under rocks and ...AllFix PendingLowVery Low
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Task Description

Near the cave Shimmering mist the gaps under rocks and earth. FormID = 000ea2da, 000414d1. Also nearby is the flying grass. FormID = 00042de2.

22349April 18 2017MultiphorQuestsKahvozein's Fang can become stuck in the player's inven...AllNewLowVery Low
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Task Description

Kahvozein’s Fang can become stuck in the player’s inventory if the player has not completed the Alteration Ritual Spell quest. This is because Kahvozein’s Fang is marked as a quest item and it can be found in a dungeon’s chest and picked up before the Alteration Ritual Spell quest has been started. This forces the player to increase their Alteration skill to 90 and to join the College of Winterhold to start the quest so that Kahvozein’s Fang can be removed from the player’s inventory after the quest has been completed. The quest should probably be set to add Kahvozein’s Fang to the chosen dungeon’s chest when the quest has been started so that it can’t be picked up before the quest has been started.

22336April 15 2017MultiphorPapyrusIn My Time Of Need (MS08) quest objective may not get m...AllNewLowVery Low
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Task Description

The objective “Talk to the Alik’r Prisoner” in the In My Time Of Need (MS08) quest doesn’t get marked as completed if the player does not talk to the Alik’r prisoner and goes straight to Swindler’s Den and kills Kematu. The objectives “Find a way to enter the Alik’r hideout” and “Enter the Alik’r hideout” will be skipped if the player does this. One way to fix this would be to edit the MS08KematuScript on the Kematu alias to mark the “Talk to the Alik’r Prisoner” objective as completed if it is not already marked as completed.

22305April 07 2017zZz1Placed ReferencesSoljund's Sinkhole - wall and side levers no longer ani...AllFix PendingLowVery Low
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Task Description

Soljund’s Sinkhole. Wall and side levers no longer be animated after activation, but it still activated. FormID = 0005EBE3, 0005EBE4.

22187March 21 2017zZz1PapyrusButterflies impossible to shoot with a bowAllConfirmedLowVery Low
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Task Description

Butterflies are impossible to shoot from a bow. In the original game it was possible to do. Why was this changed?

22180March 21 2017ItemsAuriel's bow after using Clear Sky doesn't stay after f...Windows PCNeeds User FeedbackLowVery Low
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Task Description

Using Auriel’s bow bloodcursed arrows after using clear sky (to see where the sun is) makes the sun only temporary red until the character fast-travels/waits. I have seen this issue reported before and apparently fixed but I had this issue in my modded playthrough and tried it in a new clean save and it persisted. I have attached the clean save.

22138March 13 2017DwarfmpQuestsTalen-Jei's conflicting dialogueAllConfirmedLowVery Low
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Task Description

This may not exactly be a bug, but I do find it... an odd situation, and I would want to shed some light on it in case you agree it could be changed.

Talen-Jei has a miscellaneous quest to gather for him some gems for his wedding band, after which he becomes your friend and may greet you as such, usually the first time you talk to him as you enter the cell.

However, he’s also involved in the Thieves’ Guild extortion quest, and will after this greet you with: “You have some nerve coming back here after what you did to Keerava.”, which he usually says the second time you greet him as you enter the cell, should this occur. More importantly, he will say goodbye with: “Just get out of here.” Which mostly results in him greeting you as a friend and then saying goodbye as if he doesn’t like you.

My suggestion would be to add a condition to those post-TG greetings to check if your relationship status is below 1. Would assume helping him with his wedding band would weigh more into his disposition towards you than extorting his fiancée (I find his dialogue regarding it to support this). Either way, having it both ways seems a bit strange to me.

22120March 11 2017DwarfmpQuestsTownspeople scenes during Laid to RestAllNeeds User FeedbackLowVery Low
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Task Description

During my new playthrough in SE, I noticed some things about the townspeople scenes. The first one is when you leave Highmoon Hall after the Jarl asked you to clear the lair. From what I remember, all the related people of the scene would be present and yell out some things. However now I had to wait for Lurbuk to show up, as seemingly he had to leave the inn, the rest of the people seemed to be present immediately. Though nothing stops you from speaking to Thonnir to progress the quest, you do miss out on these few dialogue utterings from the people (things like “Kill the vampire!”). The scene ID is MS14MobSceneTown.

Secondly, I have reported this before but it was never addressed, and the issue persists: the dialogue scene outside Movarth’s Lair will not take place, because Lurbuk is not close enough to the entrance (he was the person last in line). You can talk to Thonnir immediately with “Do I have to go alone”?, prompting everyone to leave.

I can make the scene happen by pushing Lurbuk closer to the entrance, at which point the scene will take place. I don’t know how this issue arised, at the release of the game, I witnessed the scene just fine. The problem seems to lie in the related people following each other, instead of, say, Thonnir who is at the front of the line. I’m currently having problems loading scene dialogue in the SE CK, so I’m looking it up in the original CK. This scene’s ID is MS14MobScared.

22119March 11 2017DwarfmpQuestsLaelette's and Thonnir's behavior during Laid to RestAllNeeds User FeedbackLowVery Low
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Task Description

Through my new playthrough in SE, I noticed a few things. Originally, Laelette was present and invisible close to the graveyard. I don’t know if this was an official or unofficial fix, I know she was bugged at the release of the game, but that’s beside the point.

At this point, she was present when you had to find Helgi at night and talk to her coffin. Laelette behaved like a bandit, drawing her weapon as you got close, telling you to “back off”. This, instead of her showing up after talking to Helgi’s coffin. Now there’s no easy way to talk to Helgi’s coffin without Laelette turning hostile, and I don’t think this is how the quest was intended.

This while Thonnir stands still outside in town, clearly waiting for you to kill Laelette, as he’s normally not outside at night. When you do kill Laelette, he will immediately start to run to the scene, and does his usual dialogue: he notices Laelette, gets close and yell “Ye gods, she’s a vampire!” However, he seems to do this over and over, backing off the corpse and noticing her again. This until you either speak to the coffin, or him to progress the quest, which is more than humorous and immersion-breaking. Ideally, you should be able to speak to Helgi’s coffin, and when she’s finished talking, see Thonnir do his scene, if this is possible.

22118March 11 2017DwarfmpQuestsHroggar's behavior during Laid to RestAllNeeds User FeedbackLowVery Low
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Task Description

During my new playthrough in SE for this quest, I sold Hroggar firewood before doing most of/finishing this quest. This made it so he did not attack me as I entered Alva’s house, he simply told me “I won’t let you hurt Alva!” when I attempted to talk to him. Cheap items were free to take as well, but I think it is intentional the house ownership is his. I’m not sure if it makes sense he wouldn’t attack me, as he’s theoretically under a spell etc., but I’m not too bothered about that.

However, when I spent the night at the inn before completion of this quest, I got an inheritance letter... Seems Hroggar will be hostile to anyone else at this point, and since he spends his time at the mill during the day, he got himself killed by the townspeople. I think his aggression should be limited to Alva’s house (and to the player), but I don’t know if this is possible.

22094March 03 2017DwarfmpQuestsOld Orc random encounter oddityAllNeeds User FeedbackLowVery Low
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Task Description

I’ve encountered the Old Orc, and instead of his usual “looking for a good death” dialogue, he greets me like a regular NPC, and the only dialogue option I have is to ask if he can make me Bloodkin. Is this normal? I’ve never actually encountered him before while on a side-quest to look for enchanted gauntlets to gain access to Orc strongholds.

22077February 26 2017Campbell GrierAudioAmbient music doesn't stop when bard performs in HF hom...AllNeeds User FeedbackLowVery Low
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Task Description

When a purchased bard performs within any Hearthfire player home, the background ambient music continues to play, resulting in a complete cacophony of noise. This is not true in taverns where the background music fades to silent as soon as a bard starts to perform and then resumes whenever the bard stops playing. My preliminary research lead me to the BardSongsScript which has the function StopInnMusic() that replaces the current ambient music with a silent track - MUSTavernSilence. Note that the function is specific to LocTypeInn:

Function StopInnMusic()

	Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn)
	MUSTavernSilence.Add()

EndFunction

Adding a property assigned to LocTypePlayerHouse and second line to the function that targets LocTypePlayerHouse partially solves the problem:

Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypePlayerHouse)

	MUSTavernSilence.Add()

With this fix the ambient music does stop when the bard performs in your player home. However, the ambient music does not resume when the bard stops playing, as it does in a tavern. Even after exiting and re-entering the house I could not get the ambient music to resume. There is clearly a second half to this puzzle which I am missing.

22039February 17 2017Opt OutMagicCure Poison doesn't work on Afflicted poison sprayAllConfirmedLowVery Low
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Task Description

Potions of Cure Poison do not work on the Poison Spray effect that Afflicted can inflict on the player. The player continues to take full damage for the full duration even after consuming a Cure Poison potion.

21951January 23 2017Robert MorleyQuestsBounty: Dragon bugged in some casesAllConfirmedMediumVery Low
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Task Description

During the quest Bounty: Dragon (BQ04), it appears that the dragon will not be correctly spawn (respawn?) at Mount Anthor. There are a few reports of this on UESP's page.

It’s possible that this is not unique to Mount Anthor, but just having killed the target dragon previously. I believe I did that, but I’m not 100% sure. The other reports on the page don’t mention it either way.

Also, at least for Mount Anthor, it seems that it wants to path you through some bizarre location. For me and one other person, it thought that the target was inside Markarth (but still seemingly at the same map coordinates as Mount Anthor); for another person, it was inside the EEC. Trying the console command MOVETOQT BQ04 simply caused the game to crash.

It’s riddled with mods, but I’ve attached a saved game, in case it’s useful.

21929January 21 2017Nico coiNPerks & SkillsPerks, skills and magic effects descriptions about arch...AllInvestigatingMediumMedium
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Task Description

A user reported this in the french community and I mirror it here. According to him, several perks, skills and magic effects affect both bows and crossbows but only bows are mentioned in their descriptions. SSE is also affected.
List of perks, skills and magic effects coming in subsequent comments below. Other Patch Team Projects members advice required.

21829January 04 2017AbdouQuestsOriella sings the wrong songWindows PCConfirmedLowVery Low
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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.

21812January 01 2017Robert MorleyLocationsBelethor's Goods often remains closedAllConfirmedLowVery Low
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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.

21758December 25 2016pinkyPlaced ReferencesLakeview manor stage 1 floaty workbenchesWindows PCNeeds User FeedbackVery LowVery Low
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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.

21719December 15 2016JustinQuestsVex / Delvin inappropriate dialogXBox OneInvestigatingLowVery Low
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.

21686December 06 2016BlackPetePlaced ReferencesRoom bounds issue in Halldir's CairnAllInvestigatingLowLow
0%
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. Arthmoor seemed to think so too.

21284October 09 2016DayDreamerQuestsBrynjolf TG initiation forcegreets double speechWindows PCNewLowMedium
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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 2016DayDreamerQuestsBrand-Shei TG scene after 8 pmWindows PCNewLowMedium
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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.

21244September 26 2016MagicPotential minor bug with the Magelight spell (00043323)...Windows PCNewLowMedium
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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.

21225September 20 2016QuestsAdelaisa forces dialogueWindows PCNewLowMedium
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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".

21172September 07 2016ActorsJaree-Ra incorrectly has friend relationship with the p...Windows PCNewLowMedium
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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.

21151September 06 2016Robert MorleyAudioSilent Runed LexiconWindows PCNewLowMedium
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Task Description

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

21069August 07 2016Animations2H Axe/Hammer walking/running animations bugWindows PCNewLowMedium
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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.

21052August 05 2016MadCat221MeshesMythic Dawn banners are separate meshes from the Generi...Windows PCConfirmedLowMedium
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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 2016QuestsMelka disappearedWindows PCNewLowMedium
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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 2016ActorsValdr floating and cannot be activated for dialogueWindows PCNewLowMedium
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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 2016MeshesObject clipping issue on Cell POITundra18(unnammed/unma...Windows PCNewLowMedium
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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 2016Nebulous112AudioFemale Sultry voiced followers use some Female Young Ea...Windows PCNewLowMedium
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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 2016AxonisQuestsVilkas may attack the player character during Companion...Windows PCNewLowMedium
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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 2016MeshesLeigelf's BeardWindows PCNewLowMedium
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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.

20760June 22 2016ActorsRavenrock Miners activated after The Final Descent clus...Windows PCNewLowMedium
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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.

20398May 11 2016Perks & Skills(Dragonborn) dlc2 Crafting Staff WorkbenchWindows PCConfirmedLowMedium
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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 2016sialiviActorsSlitter teleports through Mogrul's locked doorWindows PCNewLowMedium
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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 2016Actors2 invisible ghosts in Halldir's CairnWindows PCNewLowMedium
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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 2016QuestsKill the Hagraven PetraWindows PCNewLowMedium
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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 2016ActorsSpectral Assassin and Call of Valor's heroesWindows PCNewLowMedium
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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 2016ActorsStormcloak soldier that approaches in SovngardeWindows PCNewLowMedium
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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 2016QuestsArniel's Endeavor part 3 objectivesWindows PCNewLowMedium
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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.

20092April 10 2016AudioThunder-like sound in Hall of the ElementsWindows PCNewLowMedium
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Task Description

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

20022March 18 2016ActorsMy own thrall telling me "That spell looks dangerous......Windows PCNewLowMedium
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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

19915February 15 2016MadCat221TexturesSunhallowed Elven Arrow glowmap isn't entirely black in...Windows PCConfirmedLowMedium
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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 2016ActorsMorokei's Ash PileWindows PCNewLowMedium
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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 2016QuestsSavos the Only One in Final Ghostly SceneWindows PCNewLowMedium
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Task Description

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

Atmah: “We shouldn’t have left her there to die!”

Savos: “What else could we do? Stay there and die with her? She refused to go on, we didn’t have a choice!”

Hafnar: “This is it, you know. Through this door. Can you feel it?”

Atmah: “We’re not going to make it, are we?”

Hafnar: “We stay together, no matter what. Agreed?”

Atmah: “I’ll be right with you.”

Savos: “Agreed. We all stay together.”

But, alas, Savos is the only one present, thus we can only hear his lines. Others with a similar issue, 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 2016ActorsStanding around outside Bards CollegeWindows PCNewLowMedium
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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 2016MultiphorMeshesHair clips through some headgearWindows PCNewLowMedium
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

19633November 25 2015HanaPapyrusUSKP_TIF_WICourier_000A0E9E: Cannot add None to a conta...Windows PCNewLowMedium
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 2015HanaMeshesIssues with Male Wood Elf HairsWindows PCConfirmedLowMedium
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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 2015HanaQuestsCR05: Draugr boss not being set as "leader" target to k...Windows PCConfirmedLowMedium
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 2015ElgarLocationsNarzulbur Longhouse: accused of trespassing Windows PCConfirmedLowMedium
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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 ?

19446July 19 2015PapyrusDisappearing Invisibility (part 2)Windows PCNewLowMedium
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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 2015DSoSPlaced ReferencesUnknown invisible item blocking path in BlackreachWindows PCConfirmedLowMedium
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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 2015DSoSPlaced ReferencesWater pushing player while on bank - videoWindows PCNewLowMedium
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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 2015BlackPeteQuestsdunBrokenOarQST never gets shut downWindows PCConfirmedLowMedium
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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 2015AnimationsDraugr animation loopingWindows PCNewLowMedium
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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 2015Nico coiNMagicSome spells/shouts have no names and/or wrong effect de...Windows PCNewLowMedium
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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 & SkillsShadowcloak of Nocturnal effect does not self-terminateWindows PCNewLowMedium
0%
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 2015AnimationsNPC twitch/jerk/jump when in dialogue while playing eat...Windows PCNewLowMedium
0%
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 2015AnimationsIdle 2-handed sword animationWindows PCNewLowMedium
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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 2015GarthandPapyrusFailed to setup moving reference because it has no pare...Windows PCConfirmedLowMedium
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 2015AudioAmbient sounds and music dead zone.Windows PCConfirmedLowMedium
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 2015MeshesAncient Nord Armor Clipping issue left legWindows PCConfirmedLowMedium
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 2015GarthandMeshesHand Seam on Male NordsWindows PCConfirmedLowMedium
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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/


18378December 19 2014QuestsFirst time in Dead Man's DrinkWindows PCConfirmedLowMedium
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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 2014MagicDragonhide (and Bones of the Earth) don't work right wh...Windows PCNeeds User FeedbackLowMedium
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.

17890October 13 2014AnimationsUlfric's robe clips with the throneWindows PCConfirmedLowMedium
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 2014AnimationsKhajiit Tails Float On CorpsesWindows PCConfirmedLowMedium
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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 2014AnimationsBow/Arrow kill cam ledge problem.Windows PCConfirmedLowMedium
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 2014Audiovampire lord jump sound while floatingWindows PCConfirmedLowMedium
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Task Description

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

17478September 17 2014QuestsThorek attacks Veren in final scene in 'Waking Nightmar...Windows PCNewLowMedium
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 2014AnimationsPull chain in Nightcaller Temple with no animation.Windows PCNewLowMedium
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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 2014BlackPetePlaced ReferencesLeveled predators in the wilderness sometimes spawn in ...Windows PCConfirmedLowMedium
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 2014Nico coiNMeshes[Dragonborn] Serpentine Dragons - Inappropriate mesh wh...Windows PCConfirmedLowMedium
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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 2014ElgarActorsSome shopkeepers keep an eye on me even in regular stor...Windows PCConfirmedLowMedium
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 2014Robert MorleyQuestsCan't trade holds in Season UnendingWindows PCNeeds User FeedbackLowMedium
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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 2014GruftlordTexturesUV and/or vertex issue in dynamocore - centuriondynamoc...Windows PCConfirmedLowMedium
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

14979February 28 2014BlackPetePapyrusTrapBase: Cannot call IsEnabled() on a None objectWindows PCConfirmedLowMedium
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
14918February 21 2014BlackPetePapyrusDLC2PillarBuilderActorScript: Cannot call DLC2SleepBuil...Windows PCConfirmedLowMedium
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
14700January 31 2014AnimationsActivating a "Workstation" messes up sneakingWindows PCConfirmedLowMedium
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)


14648January 25 2014BlackPetePapyrusCWSiegeCityDoorScript: CWAttackCity (0004F8BF): attempt...Windows PCConfirmedLowMedium
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”.

14595January 19 2014GruftlordAnimationsSabrecat Animation Issue (remaining)Windows PCConfirmedLowMedium
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 2014BlackPeteActorsVighar - LvlVampireBoss in Bloodlet ThroneWindows PCConfirmedLowMedium
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.

14368December 10 2013PapyrusDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Windows PCConfirmedLowMedium
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)

14217November 24 2013BlackPetePapyrusdunWEFXBatActivator: Object reference has no 3DWindows PCConfirmedLowMedium
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 2013PapyrusdunProgressiveCombatScriptRefAlias :- Cannot call count...Windows PCConfirmedLowMedium
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 2013PapyrusdunFolgunthurBossBattle :- Cannot call GetLinkedRef() o...Windows PCConfirmedLowMedium
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 2013NightStarPapyrusTrapBase: (000EA269): cannot find variable named Mid.Windows PCConfirmedLowMedium
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 2013NightStarPapyrusdunFolgunthurBossBattle: Action ref cannot be NoneWindows PCConfirmedLowMedium
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 2013AnimationsSpike trapWindows PCConfirmedLowMedium
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 2013PapyrusnorRotatingDoorSCRIPT :- Cannot call PlayAnimation() on...Windows PCConfirmedLowMedium
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 2013AudioWolves don't growlWindows PCConfirmedLowMedium
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 2013SclerocephalusPapyrus[Hearthfires] BYOHDivertPrefabsScript: Errors while pro...Windows PCConfirmedLowMedium
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 2013NightStarPerks & SkillsUsing Fortify Sneak can increase your chance of being d...Windows PCConfirmedLowMedium
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 2013NightStarMeshesDwarven spider can leave skidmarksWindows PCConfirmedLowMedium
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 2013sialiviMeshessprigganmatron.nif - UV errorsWindows PCConfirmedLowMedium
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

13586September 19 2013Nico coiNPapyrusLetters, notes an books containing aliases can be screw...Windows PCConfirmedLowMedium
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 & SkillsBlocking a power attack with a spell equipped cancels t...Windows PCConfirmedLowMedium
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.

13547September 11 2013PapyrusMGRitual05DragonScript: (00060BAE): Failed to send even...Windows PCConfirmedLowMedium
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 2013PapyrusExploit on Dynamo ActuatorWindows PCConfirmedLowMedium
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 2013GruftlordTexturesPaarthurnax' fixed tooth has texture/UV issueWindows PCConfirmedLowMedium
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 2013AnimationsBridge makes no soundWindows PCConfirmedLowMedium
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 2013AnimationsDraw bow or draw dual weapon during sneak obtain incorr...Windows PCConfirmedLowMedium
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 2013AnimationsAvalanche doesn't triggerWindows PCConfirmedLowMedium
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 2013NightStarAnimationsWerewolf can't claw through spiderwebWindows PCConfirmedLowMedium
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.

12014February 14 2013sialiviMagicDetect Life - Understone Guards are shown as hostileWindows PCConfirmedLowMedium
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 2013sialiviMesheswhtempletalos3.nif - Seethrough gapsWindows PCConfirmedLowMedium
0%
Task Description

/meshes/architecture/windhelm/whtempletalos3.nif

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


9988December 02 2012sialiviMeshesSeethrough hole in Dragonscale ArmorWindows PCConfirmedLowMedium
0%
Task Description

Seethrough hole in Dragonscale Armor

7788December 02 2012Anonymous SubmitterTexturesBlind eyed player's eyes are messed up after becoming v...Windows PCConfirmedLowMedium
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 2012ArthmoorQuests[DG] Deceiving the Herd will not acknowledge your chose...Windows PCConfirmedLowMedium
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 2012AnimationsCarry Bucket Package Animation is bugged.Windows PCConfirmedLowMedium
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 2012MadCat221AnimationsPauldron armature bones are misaligned in many NPC anim...Windows PCConfirmedLowMedium
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 2012ArthmoorActorsMorokei does not attackWindows PCConfirmedLowMedium
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 2012ArthmoorQuestsOdahviing will not advance into the trap after being fo...Windows PCConfirmedLowMedium
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 2012ArthmoorMeshesSummerset Shadows banner disappearsWindows PCConfirmedLowMedium
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 2012ArthmoorTexturesEye texture/shader corruption when invisibiity is cast ...Windows PCConfirmedLowMedium
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 2012ArthmoorAnimationsDragon kill-cam animation is displacedWindows PCConfirmedLowMedium
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 2012ArthmoorAnimationsOrc bandit played shield-banging animation with no shie...Windows PCConfirmedLowMedium
0%
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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