Unofficial Skyrim Legendary Edition Patch

Bug tracker for the Unofficial Skyrim Legendary Edition Patch.

IDOpenedCategoryTask TypePrioritySeveritySummaryStatusProgress
22049February 20 2017LocationsBug ReportLowLowHall of the Vigilant not clearable after level 10Confirmed
0%
Task Description

Title says it all. After level 10 the Vigilants of Stendar are removed from that location and it cannot be cleared. Maybe add a vampire or two to make it clearable after level 10 or make it not clearable at all.

22048February 20 2017QuestsBug ReportVery LowVery LowUnable to continue conversation after brawlsNeeds User Feedback
0%
Task Description

When you finish a brawl, and click to receive your 200 gold, you receive the gold, but can’t continue the conversation. Simply tabbing out ends the conversation, but doesn’t allow you to further continue hearing the dialogue.

22047February 20 2017Perks & SkillsBug ReportVery LowHighArchery perks functioning incorrectlyNew
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Task Description

Quick shot and ranger perks don’t reset when making skill legendary.

Quick shot doesn’t work properly (speeds up arrow draw time, but only visually, so even when it looks like the bow is fully drawn, it isn’t). The only workaround is to load a previous save file (this can be quite a problem if you only quicksave).

Ranger perk can sometimes not work as well, usually when crouching when getting the perk.

22045February 19 2017Placed ReferencesBug ReportLowLowFloating Rock Cliff [0009D4BB]Fix Pending
100%
Task Description

Image - http://imgur.com/a/EjD6L

FormID - 0009D4BB
Cell Coords - 34, -4

So far the object originates from Skyrim.esm and isn’t changed by anything in my (64 plugin) load order.

22043February 19 2017MeshesBug ReportHighLow[USLEEP] Wooden Mask - missing meshConfirmed
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Task Description

https://imgur.com/a/YimBX

A fix specifically intended for SSE (refer to  FS#21915 ) was mistakenly included in USLEEP 3.0.8 and needs to be removed since it results in a missing ground model mesh which displays as a giant red exclamation symbol (see screenshot linked above) in the player’s inventory and when you drop it to the ground. This is a problem only in the Legendary Edition (so USLEEP only and not USSEP) since the fix should have only been included in USSEP.

Note: Arthmoor said that he has removed the “edit” mentioned above from USLEEP so it should “supposedly” be ready to go whenever we end up releasing the next update.

22039February 17 2017MagicBug ReportVery LowLowCure Poison doesn't work on Afflicted poison sprayConfirmed
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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.

21999January 31 2017PapyrusBug ReportVery LowMediumVolkihar Ruins - Doors won't openNew
0%
Task Description

2nd attempt...

I ran into an issue with the USLEEP, two doors won’t open.

1.
020176C8, the first door right after entering Volkihar Ruins

2.
02018AD4, the secret door (a fireplace) in the room with some coffins and gargoyles. It can be opened with the candleholder on the wall left from the fireplace. After that you enter the portal room.

I’ve figured out that both doors have the script default2StateActivator attached. When I remove the script entries in XEdit the doors open as expected.

What is this script good for? Do you have an idea what prevents it to run properl in my game (maany mods running)?

21972January 26 2017MeshesBug ReportVery LowVery LowMale Glass Armor Mesh and UV brokenNew
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Task Description

The male glass armor has some issues, places where the mesh is damaged and the UV is stretched. In some areas the mesh has extra vertices that create holes in the mesh or areas in which the UV is not utilized and is stretched, when the mesh could be used. Another issue is that half of the mesh has vertex shading in some areas and the other half does not.

I am making the edits now, and it should be available this week.

21951January 23 2017QuestsBug ReportVery LowMediumBounty: Dragon bugged in some casesNew
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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 2017Perks & SkillsBug ReportMediumMediumPerks, skills and magic effects descriptions about arch...Investigating
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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.

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

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

21829January 04 2017QuestsBug ReportVery LowLowOriella sings the wrong songConfirmed
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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 2017LocationsBug ReportVery LowLowBelethor's Goods often remains closedConfirmed
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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 2016Placed ReferencesBug ReportVery LowVery LowLakeview manor stage 1 floaty workbenchesNeeds User Feedback
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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 2016QuestsFeature RequestVery LowLowVex / Delvin inappropriate dialogInvestigating
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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.

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

The following roadsign meshes lacks collisiongeometry:

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

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

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

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

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

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

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

http://imgur.com/a/ZYWVR

This looks a lot like a room bounds issue. Arthmoor seemed to think so too.

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

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

21284October 09 2016QuestsBug ReportMediumLowBrynjolf TG initiation forcegreets double speechNew
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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 2016QuestsBug ReportMediumLowBrand-Shei TG scene after 8 pmNew
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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 2016MagicBug ReportMediumLowPotential minor bug with the Magelight spell (00043323)...New
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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.

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

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

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

21225September 20 2016QuestsBug ReportMediumLowAdelaisa forces dialogueNew
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Task Description

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

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

21180September 08 2016ActorsBug ReportMediumLowIssue with Imperial Legion/Stormcloak camp NPCsNeeds User Feedback
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Task Description

After joining the Stormcloak faction, I went to the Winterhold Imperial camp and the NPCs there warned me to leave. This part is normal.

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

The second strange part is that the legate is still marked as essential even though he is only used for an Imperial Legion quest (which is impossible for you to obtain if you have already joined the Stormcloak faction). He doesn’t appear to be used for anything else in the civil war other than one quest, which is only available if you join the imperial legion. I’m guessing the game doesn’t bother to set the Imperial Legion/Stormcloak NPCs to non-essential once you join the other faction.

So two issues :

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

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

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

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

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

21151September 06 2016AudioBug ReportMediumLowSilent Runed LexiconNew
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Task Description

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

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

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

https://gfycat.com/MagnificentSleepyIbisbill

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

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

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

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

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

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

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

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

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

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

20962July 26 2016QuestsBug ReportMediumLowMelka disappearedNew
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Task Description

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

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

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

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

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

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

20924July 20 2016MeshesBug ReportMediumLowObject clipping issue on Cell POITundra18(unnammed/unma...New
0%
Task Description

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

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

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

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

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

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

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

20873July 07 2016QuestsBug ReportMediumLowVilkas may attack the player character during Companion...New
0%
Task Description

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

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

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

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

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


20828July 02 2016MeshesBug ReportMediumLowLeigelf's BeardNew
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Task Description

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

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

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

20760June 22 2016ActorsBug ReportMediumLowRavenrock Miners activated after The Final Descent clus...New
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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.

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

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

20537May 28 2016AudioBug ReportMediumLowwooden sword sounds like ironConfirmed
0%
Task Description

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

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

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

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

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

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

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

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

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

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

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

https://youtu.be/A8pqDzAMTOM


20167April 20 2016ActorsBug ReportMediumLow2 invisible ghosts in Halldir's CairnNew
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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 2016QuestsBug ReportMediumLowKill the Hagraven PetraNew
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Task Description

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

20101April 11 2016ActorsBug ReportMediumLowSpectral Assassin and Call of Valor's heroesNew
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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 2016ActorsBug ReportMediumLowStormcloak soldier that approaches in SovngardeNew
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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 2016QuestsBug ReportMediumLowArniel's Endeavor part 3 objectivesNew
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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 <img alt=":unsure:" class="bbc_emoticon" src="http://afkmods.iguanadons.net/public/style_emoticons/default/unsure.png" title=":unsure:" />

20092April 10 2016AudioBug ReportMediumLowThunder-like sound in Hall of the ElementsNew
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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 2016ActorsBug ReportMediumLowMy own thrall telling me "That spell looks dangerous......New
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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

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

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

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

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

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

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

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

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

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

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 2016ActorsBug ReportMediumLowStanding around outside Bards CollegeNew
0%
Task Description

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

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

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

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

1) DLC2StahlrimLightHelmetAA

2) DLC2StahlrimHeavyHelmetAA

3) SteelHelmetAA

4) RedguardClothesDBHatAA

5) CompanionsHelmetAA

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

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

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

Mentioned on BGS: Issues with Male Wood Elf Hairs

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

Examples directly out of the CK;

woodelfmalepreset04 - seriously poor blending

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

woodelfmalepreset07 - clipping on side

this is an issue with several styles

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

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

Another Companions quest snafu.

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

Here’s the conskrybe log;
sqv cr05

— Papyrus ———————————

QF_CR05_0002522F:

Script state = “”

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

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

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

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

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

CR05QuestScript:

Script state = “”

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

::IsAccepted_var = True

::IsActive_var = True

::IsRegistered_var = True

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

::ParentQuest_var = C00 (0004B2D9)

::Premature_var = False

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

::QuestgiverComesAlong_var = False

::RewardAmount_var = 300

::Succeeded_var = False

::WasRejected_var = False

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

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

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

LOC ‘LocationHold’-&gt; ‘’ (0001676F)

— Quest state —————————–

Enabled? Yes

State: Running

Current stage: 10

Priority: 70

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

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

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

19446July 19 2015PapyrusBug ReportMediumLowDisappearing Invisibility (part 2)New
0%
Task Description

Almost identical to  FS#19360  (fixed).

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


Load Order:-

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


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

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

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

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

19255May 20 2015Placed ReferencesBug ReportMediumLowWater pushing player while on bank - videoNew
0%
Task Description

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

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

000AA9CB

Video:

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

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

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

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

sqv dunBrokenOarQST

	   **Papyrus**
	QF_dunBrokenOarQST_0001E437:
		Script state = ""
		::Alias_CaptainHargar_var = alias CaptainHargar on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1_var = alias chattyNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1Start_var = alias chattyNPC1Start on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2_var = alias chattyNPC2 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2Start_var = alias chattyNPC2Start on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC1_var = alias DuringQuestNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC2_var = alias DuringQuestNPC2 on quest dunBrokenOarQST (0001E437)
		::dunBrokenOarLootEnableMarker_var =  (000BABBC)
		::dunBrokenOarRespawnEnableMarker_var =  (000BABC5)
		::dunBrokenOarTalky01_var = None
		::dunQuestScene_var =  (000BABC2)
  1. 7 Aliases for quest ‘dunBrokenOarQST’ (0001E437)-
	REF 'chattyNPC1'-> '' (000BAB8D)
	REF 'chattyNPC2'-> '' (000BAB90)
	REF 'CaptainHargar'-> '' (0002C486)
	REF 'DuringQuestNPC1'-> '' (000BABBE)
	REF 'DuringQuestNPC2'-> '' (000BABBF)
	REF 'chattyNPC1Start'-> '' (000BABB3)
	REF 'chattyNPC2Start'-> '' (000D1EEE)
  1. – Quest state —————————–
	Enabled?		Yes
	State:			Running
	Current stage:	        100
	Priority:		30
19096April 17 2015AnimationsBug ReportMediumLowDraugr animation loopingNew
0%
Task Description

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

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

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

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

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

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

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

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

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

Poor description :

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

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

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

Wrong/undefined active effect name and description :

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

18821February 23 2015Perks & SkillsBug ReportMediumLowShadowcloak of Nocturnal effect does not self-terminateNew
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 2015AnimationsBug ReportMediumLowNPC twitch/jerk/jump when in dialogue while playing eat...New
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 2015AnimationsBug ReportMediumLowIdle 2-handed sword animationNew
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Task Description

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

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

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

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

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

stack:

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

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

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

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

stack:

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

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

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

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

stack:

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

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

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

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

stack:

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

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

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

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

stack:

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

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

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

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

Thank you.

Here is video footage from another user:

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

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

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

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

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

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

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


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

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

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


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

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

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

18378December 19 2014QuestsBug ReportMediumLowFirst time in Dead Man's DrinkConfirmed
0%
Task Description

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- dead : default dragon mesh with horns

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

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

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

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

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

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

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

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

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

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

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

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

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

see screenshot for a comparison:

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

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

two issues manifest for the dynamocore:

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

this is a follow up from the bug mentioned here:

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

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

14979February 28 2014PapyrusBug ReportMediumLowTrapBase: Cannot call IsEnabled() on a None objectConfirmed
0%
Task Description
[02/27/2014 - 11:45:46PM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
[02/27/2014 - 11:45:46PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
14918February 21 2014PapyrusBug ReportMediumLowDLC2PillarBuilderActorScript: Cannot call DLC2SleepBuil...Confirmed
0%
Task Description
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
14700January 31 2014AnimationsBug ReportMediumLowActivating a "Workstation" messes up sneakingConfirmed
0%
Task Description

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

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

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


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

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

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

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

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

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

(Quote from Hexaae)

branched off from

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

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

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

14368December 10 2013PapyrusBug ReportMediumLowDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Confirmed
0%
Task Description
[12/07/2013 - 11:10:07PM] error: Cannot call Activate() on a None object, aborting function call


stack:


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


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


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


stack:


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


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


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


stack:


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


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

Load Order:-

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

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

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

stack:

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

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

Load Order:-

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

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

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

Load Order:

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

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

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

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

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

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

Also for refID 000AB83D.

13821October 05 2013AnimationsBug ReportMediumLowSpike trapConfirmed
0%
Task Description

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

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

Load Order:-

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

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

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

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

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

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

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

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

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

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

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

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

Back:

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

Crotch:

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

Horn:

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

Foot:

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

Arm:

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

13586September 19 2013PapyrusBug ReportMediumLowLetters, notes an books containing aliases can be screw...Confirmed
0%
Task Description

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

- All inheritance letters

- Falk firebread letter

- Nearly all bounties notes

- Elenwen’s invitation at the Thalmor party

- Hearthfire’s deeds of property

- Hearthfire’s invitations from related jarls or housecarls

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

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

OR

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

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

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

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

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

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

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

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

Load order:-

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

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

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

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


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

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

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

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

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

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

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

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

This issue occur when equip with bow or dual weapon.

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

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

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

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

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

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

This may also affect vampire lords.

12014February 14 2013MagicBug ReportMediumLowDetect Life - Understone Guards are shown as hostileConfirmed
0%
Task Description

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

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

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

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

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

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

/meshes/architecture/windhelm/whtempletalos3.nif

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


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

Seethrough hole in Dragonscale Armor

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

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

No vampire or eye altering mods are installed.

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

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

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

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

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

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

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

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

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

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

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

Packages with this bug:

KodrirCarryBucket11x2

KodrirCarryBucket15x2

KodrirCarryBucket7x2

LeftHandMineDaighreCarryBucket11x2

LeftHandMineDaighreCarryBucket15x2

LeftHandMineDaighreCarryBucket7x2

MarkarthOmluagCarryBucket11x2

MarkarthOmluagCarryBucket15x2

MarkarthOmluagCarryBucket7x2

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

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

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

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

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

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

1451December 02 2012ActorsBug ReportMediumLowMorokei does not attackConfirmed
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Task Description

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

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

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

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

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

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

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

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

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

338December 02 2012MeshesBug ReportMediumLowSummerset Shadows banner disappearsConfirmed
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Task Description

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

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

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

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

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

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


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


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

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

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

Verified, and I conveniently have screenshots that show this:

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

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

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

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

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

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

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