Unofficial Buglist

Post » Thu May 24, 2012 1:37 pm

The french localized version 1.1 had no problem with accents (é or è), now version 1.2 has multiple accent problems... They are either removed or replaced by a square/rectangle symbol... Mostly apply to the name of the items.
I feel sad version 1.2 broke more things than it repaired for me...
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Thu May 24, 2012 12:51 pm

Updated and reorganized. Spoiler tags added to clean up the list and make reference a bit easier.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Thu May 24, 2012 12:08 pm

Since 1.2 I've killed a few skeletons some seem to fall apart while others stay solid (I don't know if that's been added with the latest patch but I don't remember it happening previously).
And it seems with the new increased mouse sensitivity, if I turn too fast to check my follower or to check for enemies, pretty much all object behind me fade in.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Thu May 24, 2012 10:44 am

Holy F$#% the list has gotten bigger in just one day! Bethesda definetly needs to hire a team as big as the development team just to fix all the issues.

http://goo.gl/uqh4M
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Fri May 25, 2012 1:39 am

* It's possible to absorb your own summoning attempts with, for example, Breton's Dragonskin.

Please update and escalate that bug as it is much more widespread and critical than is indicated.

ALL absorb abilties (Atronach stone, Alteration perk) can absorb many critical beneficial spells fully and cause them to fail. Including:
  • Shadow Warrior perk can be absorbed, failing
  • Summon Spells as listed
  • Brelnaya's Practice quest spells (can't continue quest)

-sf
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Thu May 24, 2012 12:16 pm

Included the recent suggestions as well as the two most well-known problems with 1.2 -- backward-flying dragons and nonfunctional resistances. If there are other known problems with 1.2 (or known fixes!), kindly let me know.

Also removed spoiler tags, as that was complicating searches.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Thu May 24, 2012 11:18 am

Gorm of Morthal gives you a letter to deliver to a Captain Aldis in Solitude.

For some reason, the quest failed to appear in my journal, but I remembered it, so I delivered the letter and the quest completed.
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Thu May 24, 2012 12:17 pm

Thanks for working on this list. I read through the main post, which took forever. I didn't see these couple things listed. Maybe I missed it though...

Inventory items appear out of order. Meaning they don't even stay in alphabetical order. My Nightingale, Shrouded, Dragonscale, and Thieves guild armor were all in the same chest and they aren't even listed in Alphabetical order.

Ever since the patch the down arrow doesn't work for scrolling through inventory, conversation options, and when trying to pick a soul gem to recharge a weapon. And the left-right arrows don't work if you want to change the quantity, you have to use the mouse and drag the bar. Then you have to take your mouse hand and hit enter - annoying.
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Thu May 24, 2012 2:05 pm

Since 1.2 I've killed a few skeletons some seem to fall apart while others stay solid (I don't know if that's been added with the latest patch but I don't remember it happening previously).
And it seems with the new increased mouse sensitivity, if I turn too fast to check my follower or to check for enemies, pretty much all object behind me fade in.

Skeletons are acting normally - some will fall apart, some appear to be whole bodies. Noticed this when the game first came out.

Turning too fast - this is basically an optimization method used for most games. Things behind you don't render to save on processing power. In your case you're probably turning faster than the game can handle, but this is understandable.

Thanks for working on this list. I read through the main post, which took forever. I didn't see these couple things listed. Maybe I missed it though...

Inventory items appear out of order. Meaning they don't even stay in alphabetical order. My Nightingale, Shrouded, Dragonscale, and Thieves guild armor were all in the same chest and they aren't even listed in Alphabetical order.

Ever since the patch the down arrow doesn't work for scrolling through inventory, conversation options, and when trying to pick a soul gem to recharge a weapon. And the left-right arrows don't work if you want to change the quantity, you have to use the mouse and drag the bar. Then you have to take your mouse hand and hit enter - annoying.

I'm not 100% sure, but the game sorts items by type, THEN alphabetically. Could be your armours are being sorted by material? I know my equipment barrel doesn't sort all my weapons and armour the way I expect either, but at least I can roughly guess that 'all circlets are here, all heavy armour is here, all light armour sorts here.' - I'll check it out again tonight since I couldn't stop Steam from updating my Skyrim. -_-
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Thu May 24, 2012 1:51 pm

? Sheathing/unsheathing weapons while sneaking and holding sprint button results in a forward roll even without the necessary perk.

? "Waking Nightmare" quest: when entering the tower with the priest, he may appear deep inside the dungeon, instead of the entrance door. This happens even when player has no companions with him - edit this entry in the first post, please.


? Quest note "Collect bounty from Skald" doesn't disappear after doing so, although it stops pointing at the Jarl when selected. EDIT: oh, this one's on the list already.
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu May 24, 2012 7:52 pm

Skeletons are acting normally - some will fall apart, some appear to be whole bodies. Noticed this when the game first came out

But what's holding the bones together if not magic? I'll remove the 1.2 note and push this back to 'Small Errors,' but I think it looks great and makes sense when the skeletons fall apart.

? "Waking Nightmare" quest: when entering the tower with the priest, he may appear deep inside the dungeon, instead of the entrance door. This happens even when player has no companions with him - edit this entry in the first post, please.

In my own experience, the problem only occurred with a companion. Reloading and telling the companion to wait fixed it immediately. Could be you were experiencing a separate bug with having a companion you don't really have? If you try to hire one, do you get a 'you can only have one companion' message? I'll note that it rarely occurs without a companion.
User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Thu May 24, 2012 11:08 am

Well reorganised, nice work Kosh! :)
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Thu May 24, 2012 10:43 pm

About the Eye of Magnus I see theres a couple bugs listed..

but here is an issue I came across (every time I tried to do the quest using 3 different characters I created..)..

when I battle the bugger that's supposed to give me the Staff of Magnus.. I get TWO staffs of Magnus..

when I then go to the college I can break the barrier just fine but when I enter the hall of elements, the cutscene does not initiate and I'm stuck and cannot progress from there..
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Fri May 25, 2012 2:08 am

In my own experience, the problem only occurred with a companion. Reloading and telling the companion to wait fixed it immediately. Could be you were experiencing a separate bug with having a companion you don't really have? If you try to hire one, do you get a 'you can only have one companion' message? I'll note that it rarely occurs without a companion.
I don't really use companions, so that's unlikely. I'll check though, just in case.
The problem has fixed itself for me when I reloaded a save and went inside before the priest.

Also, remembered another bug. Spoiler there, if that matters.

? If you are sent into Morvunskar (e.g. "Arniel's Endeavor" quest) after you've completed "Night to Remember", you can meet Sanguine butchering enemies that respawned there. Portal to the Misty Grove is also open - if you go there, you won't be able to come back, being stuck in another dimension.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Thu May 24, 2012 5:37 pm

Just like to add this:

"Graphical effects can often get stuck on actors or the camera. Arrows, ice shards, fire & frost etc. get stuck on your character, despite zone-loads, sleeping etc. - you can have giant ice-shards or arrows sticking out of your head forever. "

Was not fixed in 1.2

I took screens of ice shards still in dead bodies in literally the first fight I had since the patch. Am at work now though so can't upload.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Thu May 24, 2012 11:12 am

Just like to add this:

"Graphical effects can often get stuck on actors or the camera. Arrows, ice shards, fire & frost etc. get stuck on your character, despite zone-loads, sleeping etc. - you can have giant ice-shards or arrows sticking out of your head forever. "

Was not fixed in 1.2

I took screens of ice shards still in dead bodies in literally the first fight I had since the patch. Am at work now though so can't upload.

Hm, I'm not sure if dead bodies would qualify for this. I'd be inclined to at least give the ice a few days to melt, assuming it's even warm enough (this is Skyrim, and the body isn't warm for long).

I'd really like to hear a report of arrows remaining stuck in the PC even after removal from the inventory, or any of these effects remaining on the PC for days, regardless of resting.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Thu May 24, 2012 8:08 pm

Greetings,

Is it a beta version for Skyrim ? Beta 1.2 right ? :tongue:

I've got some bugs with my European version (french) of Skyrim, in addition to those already mentioned (resistance, a lot of crash, library bug, etc.).

* Interface
We don't use QWERTY keyboard : http://img705.imageshack.us/img705/6633/2011120100002m.jpg - Moreover key "A" doesn't work for lockpicking.
Some accented letters are gone : http://img36.imageshack.us/img36/6718/2011120100003.jpg "Bl[]" "Restauration de sant " or "Poison dilu[]".

* Missing textures
Argonian shelter : http://img220.imageshack.us/img220/9597/2011120100001.jpg
and many others I did not make screenshots (I'll try to find them).


Thank you,
Regards.


Windows 7 - 64bits
2500k, 460 GTX
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Thu May 24, 2012 10:48 pm

Hm, I'm not sure if dead bodies would qualify for this. I'd be inclined to at least give the ice a few days to melt, assuming it's even warm enough (this is Skyrim, and the body isn't warm for long).

I'd really like to hear a report of arrows remaining stuck in the PC even after removal from the inventory, or any of these effects remaining on the PC for days, regardless of resting.

Kosh - sorry I should have elaborated more. In combat, ice projectiles are huge and stick into and through the bodies of any opponent whilst they are alive, and when they are dead. The spell residue does not dissipate at all. I noticed this both before and after the patch.

I've had followers with giant ice shards through them all over that simply don't go except after a zone transition. I'll try to post some screens from last night and you can see what I mean.

I've also had both companions and NPC's freeze in place whilst casting a spell, usually fire or ice stream, that just fires continuously and the only way to stop it is to leave the area and load a new zone.


FORGOT TO ADD:
This graphical glitch is insignificant compared to many others that users are reporting, my purpose to note that it was not fixed in 1.2 is that the patch notes specifically claim it should be.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Thu May 24, 2012 11:18 pm

- Queen Freydis's Sword is available for purchase after you've returned it to Oengul War-Anvil. screenshot http://cloud.steampowered.com/ugc/613844102331168413/3AE34594676578ADD52A3DA5B3F625F8CE974E6A/.
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Fri May 25, 2012 1:04 am

about the ice shards, after about 30 hours of me playing the game.. the ice shards I had shot into the fire in my house in Whiterun, was still there.. sticking out of the fire....

so yea that is a bug, unless the fire in Skyrim burns below freezing point
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Thu May 24, 2012 3:13 pm

As in my topic:
Near Whiterun's stables, if I go close the Nirnroot, where is the arrow in http://img.techpowerup.org/111201/TESV 2011-12-01 16-47-15-77752.jpg my FPS drop. From about 50-55, it drop down to 30-32. But the most annoying thing is that the game begin to lag heavily and also mouse is much much less sensitive and stutter, so I have to make a movement 2-3 times for having a real mouse response. This problem disappear if I continue on that way but NOT if I go back to Whiterun's stables or entrance :confused: It's really strange. If I continue on that way, and then I go back near the "evil" Nirnroot, then there is no more the problem.
That is the only place that have this problem.

Another problem is the famous outdoor freeze problem. 90% of people which have this problem, has XP, but I have the problem on Vista. Also with priority on "High", problem isn't resolved. I use Prifinitty to set the priority.

I had these problems also with previous versions and not only now with 1.2.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Thu May 24, 2012 10:11 am

Post 1.2 update bugs I've run into so far:

- sound is cutting out/crackling during heavy fights, such as in "The Battle for Solitude" during heavy NPC fighting. it worked fine in 1.1. After upgrading to 1.2, the sound was absolutely horrible with it stuttering and cutting out (best described as when you fiddle with your headphone jack that isn't in all the way and it crackles/cuts in and out, etc.) Sound was fine in other less 'stressing' situations

- main battle theme song continued on after I completed "The Battle for Solitude" quest. It did not stop and continually looped through any situation (sleep, wait, load save, fight a dragon, take another quest, complete another quest, wander through the meadows picking flowers lol). Exiting TESV and restarting it fixed it thank god. Lasted about an hour of looping before I exited.

- "invisible" body parts on character - in 1st person there is an invisible 'gap' between gloves and arm textures (like my hands are floating out in front of forarms. In 3rd person, effect is still there, as well as around ankles (boots 'float' below legs with invisible gap between). Most noticeable when wearing forsworn gloves/boots with Scaled Horned Armor (female).

- twitching NPCs during quest conversations, etc.

General bugs, can't confirm what version they showed up in:

- If breaking into the Thalmor building in Solitude, Lydia will not engage you in conversation and continually says "You shouldn't be in here!" until you both exit the building. This is a bug to me. She doesn't do this any other location where you lock-pick to get in. She's followed along and obeyed during far worse situations, so I'm guessing this isn't supposed to happen here.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Thu May 24, 2012 11:02 pm

Two more additions:

[This should go just before the "Under Saarthal" entries - I personally ran into this bug and there are threads for it and entries in the major Wikis]
"First Lessons" - Tolfdir's dialog sometimes glitches and he then fails to cast his destruction spell at the player while they have a Ward spell active, which ends the questline. Going back to a previous save can resolve this.

----

[This should go under "interface Issues"]
As of Patch 1.2, the lockpicking minigame now uses whatever movement keys the player remapped A and D to for rotating the lock tumbler, rather than always A and D. However A and D are still incorrectly displayed rather than the remapped keys (as with other interface panel bugs) but don't work. This makes it appear broken, but it works properly with the remapped keys.
User avatar
MISS KEEP UR
 
Posts: 3384
Joined: Sat Aug 26, 2006 6:26 am

Post » Thu May 24, 2012 10:15 pm

Post 1.2 update bugs I've run into so far:

- sound is cutting out/crackling during heavy fights, such as in "The Battle for Solitude" during heavy NPC fighting. it worked fine in 1.1. After upgrading to 1.2, the sound was absolutely horrible with it stuttering and cutting out (best described as when you fiddle with your headphone jack that isn't in all the way and it crackles/cuts in and out, etc.) Sound was fine in other less 'stressing' situations
[...]
I met a few times also these bugs of sound, or kind of (before 1.2, not playing since)... some (not all thankfully) NPC have a strange voice (in french)... it's not like an echo, but as if the file decompression was not performed normally, with losses? I will note these NPC who cause problems.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Thu May 24, 2012 7:09 pm

"Battle for Solitude"
The fight progresses up to Castle Dour, then when I try to enter the castle, I enter, the UI elements disappear, I cannot move or interact with anything, can only turn around. If I wait for Ulfric and the other NPC to enter the door first, they act like they enter, but they appear on the wall above the Castle Dour door and just stand there.

Tried rushing to castle door and entering right after battle starts, tried waiting until the Stormcloak soldiers progress to the next zone by themselves until they reach the castle Dour yard and then entering, tried waiting until enemy soldiers stop spawning (at which point the Stormcloak soldiers start talking about how good it is to win the battle and Ulfric and the other guy enter the Castle Dour door) and then entering. Tried re-loading, tried loading an old save game that is a few steps behind on the Stormcloak quest line.

Tried with and without having any other quests related to Solitude.

All with the same result - when I enter the Castle Dour door I see an NPC run from the opposite door and get stuck. Waiting doesn't help. Using the "wait" command for up to 24 hrs doesn't help. Using console command to unlock Solitude door and exit the city then re-entering doesn't help. With or without companion, in or out of combat when entering - doesn't make a difference.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

PreviousNext

Return to V - Skyrim