The original threads by Azzer, who started the unofficial buglist and wrote many of the below entries: Thread #1, Thread #2, Thread #3
Thread #4, Thread #5, Thread #6
The intent of this thread is to provide as comprehensive a list as possible of bugs in the current release version of Skyrim. It is the hope that this thread will allow Bethesda to become aware of the problems people are having with the game more easily. In the case of bugs that are not patched by Bethesda, the list can serve as a reference guide for mod makers who wish to create unofficial patches, balancing mods, and revisions of other features that people are having issue with.
If you have a bug to report, first perform a search (Ctrl + F in your browser) for some key words related to the bug to determine whether it's already in the list. If it is not, reply to this thread with as detailed and specific a description of the problem as you can offer. If there is another thread which provides more details about the problem, provide a link to it. If you can provide a screenshot of any visual anomalies, please do so.
IMPORTANT - A word about mods - If you are going to report a bug, please be heedful of any mods you've installed. Mods, especially in this early stage when we do not have the Skyrim Construction Kit, can change the game in unexpected ways. If you have mods installed, please note this when you report a bug. Consider whether specific mods you've installed might be related to the bug you've encountered -- if a certain armor causes body parts to disappear, for instance, a mod that alters the look of armor could be a culprit. If you can, try to determine if the bug persists after you deactivate all of your mods.
If you suspect that a listed bug is not actually bug, please reply with an explanation so that the bug may be reviewed. If you have encountered a listed bug and have more information to provide about it, please do so. If you have determined that a bug has been fixed by an official patch, please say so (do not do this if you are running a game that has been modded by unofficial patches!).
Performance & Stability Issues
There are many examples of Skyrim not running optimally on some systems, producing crashes-to-desktop, freezes, slowdowns, and other behavior that prevents the game from being enjoyed. These are top priority issues for Bethesda. There is a pinned thread dedicated to crashes; if you are experiencing any of the below listed crashes, reply to that thread with your dxdiag information. The following is a general list intended as a reference of known stability issues; only report new ones if they are not similar to any of those listed below. Keep in mind that many of these issues are system-dependent.
* Sometimes the game thinks all your save-games are "corrupt" - but, depending on the cause, this can be fixed by starting a *NEW* game, going through the carriage ride, then loading the old game from within a new-game (if this fails, try restoring the auto-backed-up saves first then going through this new game process).
* Some save-games are randomly disappearing - restoring backups can fix this, appears to be some problem in the save-function that crash that function and cause corrupt/no saves?
* Many random crashes-to-desktop - these cause no error messages, it just throws you instantly back to desktop with no notice. There may be many causes of these, some listed elsewhere here, but the outcome is the same.
* There are many instances of CTD on fast traveling.
* Certain areas seem to have their own CTD issues relating to objects/creatures being spawned half-way into walls and floors or something. (fixes range from playing in windowed mode, to not allowing the camera to "Look" at certain rooms as you walk through backwards or similar).
* The very first tutorial dungeon/cave, many CTD's are experienced at the point just after where a lever is pulled, a bridge drops, and then after the roof collapses onto the bridge - CTD's can be avoided by running ahead quickly before the roof collapse.
* Bonechill passage will cause a CTD almost guaranteed after moving beyond the first chamber and heading to the 2nd/final chamber - however playing in windowed mode appears to fix this?
* The Sanctuary causes many CTD's on the "Death Incarnate" quest - instant CTD's after taking more than a step or two into the room with the two guards.
* Skuldafn can cause similar CTD's the moment the door to it is opened on the main quest.
* Pelagius Wing of the Blue Palace causes CTD's/game freeze just after walking through the cobwebs (not every time, but fairly common).
* Brittleshin Pass may produce frequent CTD's if the game is not run in windowed mode (post patch 1.2?)
* Leaving Jorrvaskr back into Whiterun may suddenly begin producing repeatable CTD's (possibly after x hours of play in a given playthrough) See Thread for further discussion.
* Alternatively, leaving Jorrvaskr may dump the player in an inescapable brown void
* Entering Understone Keep in Markarth from any entrance may produce repeatable CTD's
* Repeatable CTD's occured on the path to Azura's Shrine, after a Blood Dragon killed the priestess and the game was reloaded. CTD occured more quickly with each reload, possibly connected to the Blood Dragon attack and a landslide on the mountain
* Walking north or northwest from the Apprentice Stone near Morthal caused repeated CTD's. Fast traveling elsewhere (possibly also waiting a day?) then coming back resolved it. This has also occurred in an area around Darklight Tower west of Riften. Possibly an issue with random encounters?
* Approaching or fast traveling to Solitude may produce CTD's
* A CTD may occur after Ralof's 'there's no going back that way' line during the tutorial escape sequence. It can be avoided by passing him and waiting for him at the bottom of the stairs before he delivers the line.
* Walking around certain parts of Morthal can cause your character to warp and become stuck above the hall of the vigilant, with no way to continue except to reload a previous save.
* Possibly caused by a conflict with a certain batch of ATI graphics drivers, but there is a "black screen of doom" bug that crops up after various minutes/hours of play for many users (see thread)
* There is a huge and disproportionate FPS hit upon entering towns for many users (may be related to/affected by items below).
* Light-sources (eg candles, fireplaces) seem to cause a disproportionate slowdown/FPS hit even on extremely high-end systems, just for 1 or 2 lightsources.
* A combination of more than a few NPC's close together and light-sources causes crazy FPS hits.
* Quad core CPU's don't appear to be being utilised (despite the recommended system specs listing a quad-core CPU).
* Mouse Y-Axis sensitivity appears locked to FPS/performance - this can cause the mouse to require you to use the entire height of your mouse-mat just to look up by a couple of inches at times.
* Some GPU's seem to be being incredibly under-used, despite apparent lag/FPS drops/slowdown issues - is this related to graphics-tasks being offloaded to the CPU because this is beneficial on consoles?
* Having the auto-save feature turned on can cause stability issues for some, particularly as save files become bigger.
* Entire game-engine can for some players, eventually become extremely sluggish and unresponsive - for example opening interface screens taking 30-60 seconds - as if some sort of AI/scripting elements are getting stuck in infinite loops slowing everything down heavily?
* Containers with lots of items in them (house containers, for instance) may cause the retrieval or storage of items to occur slowly.
* Entering Yngol Barrow with a follower may cause a blurry screen & freeze. Entering without a follower causes no issues
* When needing to eliminate all Imperials in a Stormcloak assault on a fort, excessive lag can start when a certain percentage of kills is reached. Bodies not disappearing properly or AI scripting overload?
* Field of View seems to randomly drop, sometimes to extremely low levels for a PC user, with no option to change the FOV in game settings, and the .ini changes not always working (using the in-game console should not be forced as this disables achievements). A FOV setting should be added to advanced options (FOV is an important setting for PC users, as it varies widely based on resolution, monitor size, and distance from monitor as to what a user should be playing with), and ensure it doesn't keep resetting or lowering to console-levels from zone loads.
* After alt-tabbing out of the game, you need to tab back into the game twice for it to load. Alt-Tab into the game once, the window is selected but you are still on your desktop... re-tab to another window (eg your browser), then tab to the game a 2nd time, and the game loads.
* Patch 1.2 may cause new or worse technical issues for some people -- lower framrates, granier textures, increased CPU and GPU load, flickering textures, mouse lag in menus, etc. UI textures may malfunction (Screen) In general, having patches be optional like in the good old days would be nice ... (NOTE: The UI texture issue may be resolved by turning off any anti-aliasing override settings in your video card's control panel)
* Patch 1.3 may cause drastic FPS drops for some people
Quest Issues Spoilers Follow - Read at your own risk
Because Skyrim is a large, lively world with hundreds of NPC's all interacting with each other and the player, things are bound to break. Quests, unfortunately, are a victim of this, especially seeing as how many of them are randomly generated. There are many broken quests, and one quest breaking can cause chain reactions of problems with other quests and the game in general. When reporting a quest problem, please be as specific as possible -- if you can, name the quest (if it has a log entry), any involved NPC's, any involved locations, and any involved items. The more thorough the information, the better Bethesda can pinpoint the problem. This includes problems with factions, crimes, and bounties.
General Note: Many players have had quests break on them by completing the quest's objective (killing an NPC, clearing a dungeon, picking up an item, etc) before receiving or even being aware of the quest. Many quests are missing vital checks for the objectives having already been completed. It is also very common for quests to break if more than one are pointing to the same location/NPC at the same time. These problems can result in quests being stuck in the log, quest items being stuck in the inventory, and potentially whole questlines being cut short for good. Specific cases will be mentioned below.
Main Quest Issues
* Sometimes when your character first talks to the Greybeards and they are meant to transfer unrelenting force abilities, they actually do not transfer any ability to you at all and the questline is stuck from that point - a reload and trying again can sometimes randomly fix this (seems linked to the function that lets you absorb shouts and souls from dragons/dragon walls - this sometimes doesn't trigger elsewhere in the game, but particularly on this quest from the Greybeards).
* "A Blade in the Dark" - Delphine will sometimes not have any dialog options/responses to complete the quest after killing Sahloknir.
* Sometimes Alduin fails to resurrect a dragon (attacking him can cause this). The shaft of energy continues rising from the mound and the dragon doesn't revive. This may be intentional.
* A dragon being resurrected by Alduin may arise in its fully fleshed out form rather than as a skeleton. The energy effect of Alduin restoring its flesh is still shown, but it already has its flesh. This was observed specifically with Sahloknir. Possibly a post Patch issue?
* "Diplomatic Immunity" - sometimes completing this doesn't allow the player to continue on any of the related questlines.
* "A Cornered Rat" - the quest may fail to start after "Diplomatic Immunity" is completed. The questline becomes permanently stuck. This may be related to completing certain Thieves Guild quests or completing the Thieves Guild questline.
* "A Cornered Rat" - When Esbern "lets you in to talk" - he sometimes doesn't actually let the player in, just closes his hatch and nothing else happens - the quest is permanently stuck then.
* "Alduin's Wall" - Esbern and Delphine will bug out if the player had already previously discovered Sky Haven Temple and solved the puzzles inside themselves. (Fixed by a Patch?)
* "Season Unending" - * The quest for peace between the factions becomes stuck if the player has already started but not completed either quest to join a faction.
* "Season Unending" - making a truce can get stuck - Ulfric won't talk to you - possibly he is getting stuck with the joining the stormcloaks quest instead (even if you don't intent to ever join the stormcloaks).
* "Season Unending" - If the Reach is handed over to the Stormcloaks before the player has received the 'liberate the Reach' task, the "Liberate Skyrim" questline may break. Ulfric sends the PC to liberate Hjaalmarch, but Galmar gives no orders there
* "The Fallen" - Olfina Grey-Mane may attack Odahviing after he is freed, preventing the player from speaking to him.
* Paarthurnox sometimes becomes completely immune to all damage despite a quest to kill him.
* Sometimes Alduin will not spawn at all when looking back in time, though randomly will if you reload the game and try again.
* Sometimes after defeating Alduin, Alduin simply respawns, over and over.
* "Battle for Whiterun" - sometimes it's impossible to accept the Jarl's surrender, the dialog simply loops indefinitely, with Vingar Grey Mane standing at the door unmoving - fast travelling at this point fails the quest.
* "Battle for Whiterun" - game crashes if success is reported to Ulfric while he's in the upstairs rooms
* "Rescue from Fort Neugrad" - During the Storm-Cloak quest to free all the prisoners from the fort near Helgen, one of the Imperial guards that is necessary to kill to complete the quest had ran/teleported over to Whiterun, complete with a quest marker pointing there - but still had to kill him to continue the quest to free the prisoners.
* "Battle for Fort Hraggstad" doesn't always allow you to continue to "Battle for Solitude" - it just ends the questline with no way to continue the quests.
* "Battle for Solitude" - the player can enter the city and find the city in "battle mode" (normal NPC's not present etc.), but the guards do not attack the player by default, and if the player attacks them, they will try to arrest and even send the player to jail - during a siege to make a city change hands?
* "Battle for Solitude" - After entering Castle Dour, the game may lock up in cutscene mode. Ulfric and Galmar are supposed to enter and initiate a conversation, but this is not happening. If the player waits for Ulfric and Galmar to enter the Castle first, they go through their door-opening animation but instead warp up to the wall above the entrance; something is breaking and preventing them from entering the castle. Reloads, even going back multiple quests in the Stormcloak line, produce the same result.
* "Battle for Solitude" - During the same Solitude siege quest, at the stage to force Tullius to surrender, Tullius cannot be talked to and the quest cannot be completed - with the city gates locked making the player completely stuck in Solitude.
* "Battle for Solitude" - If the Dark Brotherhood questline is completed before "Battle for Solitude," Penitus Oculatus agents remain in Solitude and attacking them produces a bounty
* "Battle for Fort Greenwall" - General Tullius may not inform you of your promotion, but other Legionairres still refer to you as Tribune
* "Regain Winterhold Hall" - Legate Rikke may fail to give the player orders. The entire questline becomes stuck
* "Regain the Rift" - Quest may not complete, even though Rikki gives the relevant dialogue and a reward. This breaks the Reunification questline
* Some cities are staying in "siege mode" even after completing Civil War quests - eg even fast travelling to them you get told you must help the soldiers attack first etc.
* As cities change hands, the new guards may fail to recognize that the player is a stage 4 vampire. Townsfolk will attack the player and the guards will actually defend the player against them. See Video
* Quest NPC's at faction-camps remain unkillable even if the player has locked themselves out of that faction's quest-line by joining the opposite faction (or is this intentional because eventually the player can complete both faction's quests? Seems unlikely).
* Cities, villages, and forts changing hands during the Civil War is not updated consistently on the in-game tactical maps. Some maps are not updated (blue flags and red flags remain in the same place), some update a few locations properly but not others, and some show both flags overlapping on the same spot.
Side Quest Issues
* Skjor reappears in Companion guild hall even after he dies in the quest line, may be related to being on/starting the quest "A Night to Remember" ?
* More bizarrely, Skjor's dead body may be encountered on the road somewhere, with a nonfunctional 'Talk' interaction rather than 'Search' See Screen
* "Blood's Honor" - Vilkas may not give the "Purity of Revenge" quest when you return to Jorrvaskr and find the fallen Kodlak. All of the Companions will remain stuck in their scripted positions, breaking the guild completely. This occurs if the leader of Driftshade Refuge had already been killed before reaching this point. It also occurs if the 'Find the Helm of Winterhold' radiant quest is active and points to Driftshade Refuge.
* "Purity of Revenge" - killing all the Silver Hands may fail to flag the quest as completed. Possibly another issue with the Helm of Winterhold quest?
* "Glory of the Dead" - After the companions funeral, the game sometimes gets stuck - everybody remains in a state of mourning, no further quests are received, and any NPC at the funeral cannot be interacted with properly any more (eg Warmaiden shopkeeper).
* "Glory of the Dead" - Kodlak's spirit may fail to appear
* "A Chance Arrangement" Brynjolf may not stop his distraction routine after the ring is planted. He continues peddling his miracle product and the crowd continues standing around him. This prevents this quest from advancing and also causes any NPC's in the crowd (including Mjoll if she's your follower) to remain stuck.
* "Taking Care of Business" - sometimes everyone stands around in the market even after the arrest - nothing else happens, some script trigger is breaking. This can include Brynjolf; he nevers proceeds to the Ragged Flagon, and thus the Thieves Guild questline cannot continue.
* "Toying With the Dead" - the quest starts if you find the journals, instructing you to 'Return to Vekel,' even if you haven't met him. When you turn the quest in, he speaks to you as if he gave you the quest.
* "Toying With the Dead" - when the quest is turned in, Vekel gives no reward and the journals are not removed from the inventory.
* If you dealt with Haelga during the Thieves Guild inital quest and then pick up her Dibella statue, it is permanently stuck in your inventory.
* If you kill Lisbett after retrieving a Dibella statue for her, the statue becomes stuck in your inventory
* "Loud and Clear" quest can break if the player had already broke into Honningbrew Meadery before starting any of the related Thief quests, or can cause problems initiating any dialog with the "new owner" after completing the quest.
* "Speaking With Silence" - after meeting Mercer at the catacombs entrance, sometimes the quest gets stuck - you cannot enter without a key, and Mercer does nothing but stand there.
* "Summerset Shadows" and "Kill the leader of Uttering Hills Cave" quests both have the same target - you may have already killed the target on one of those quests, making the other quest impossible to complete.
* "The Dainty Sload" - entering the ship may be considered trespassing, making it impossible to speak to Sabine Nytte
* "Blindsighted" - In Irkngthand Sanctuary, when going to confront Mercer, the script sometimes gets stuck - the player does not get dropped from the platform and nothing happens.
* "Blindsighted" - Picking up the Left Eye of the Falmer off Mercer's corpse often fails to activate the Misc. quest to sell it to Delvin - for some people, it's still flagged as a quest item regardless. For others, it's a non-quest item and can be sold normally.
* "Blindsighted" - Selling the Left Eye to Delvin may mark the trinket collection as complete, preventing the player from selling any more trinkets
* "Blindsighted" - Karliah and Brynjolf may leave Irkngthand prematurely, possibly making completing the quest impossible. This may occur if the player enters the area where either character is normally encountered before meeting them at Irkngthand; for instance, Brynjolf will spawn in the Ragged Flagon if the player enters it.
* "Blindsighted" - if the player does not talk to Karliah before escaping the flooded room, she and Brynjolf will get stuck underwater permanently, preventing the quest's completion
* "Hard Answers" - in Calcelmo's lab, Aicantar will continually say 'You should not be here' 'You need to leave' etc. This can lead to crashes. It's possibly related to having previously completed "The Black Star" for Azura.
* "Hard Answers" - Can be received again after completion by entering Calcelmo's museum
* "The Pursuit" - Vald may be immediately hostile to the player. Guards who notice his attacks on the player run around in a panic and give their usual idle dialogue. See Video
* "Trinity Restored" - Karliah and Brynjolf are not always at the stone during the "Trinity" quest(s).
* "Trinity Restored" - Karliah may walk away from the gate rather than opening it, preventing the player from proceeding with the quest. Alternatively, she may keep pulling the chain over and over, opening and closing the gate in an endless loop; she must be talked to as the gate is open, or the gate will remain stuck as above.
* "Darkness Returns" - If the player leaves the Pilgrim's Path, the entrance door is closed and cannot be reopened, preventing completion of the quest
* "Darkness Returns" - There are many bugs with Karliah in this quest. She can be asked about the Agents of Stealth, Sabotage, and Strife before entering the twilight sepulcher. She will sometimes not have any dialog options to continue the quest after putting the skeleton key back and being given a task to talk to her, she will simply repeat "yes fellow nightingale" and nothing else.
* In general, if the Thieves Guild main quest is completed before the guild has been restored and the side jobs completed, the Guild storyline may not complete properly. Karliah goes back to Snow Veil Sanctum instead of Nightingale Hall, the portal to the Sepulcher in Nightingale Hall never opens, and Brynjolf's dialogue gets stuck making it impossible to become Guildmaster.
* Sapphire sometimes gets stuck on the bridge by the Bee and Barb, and will not respond to anything or take part in any necessary final Thieve's guild questline ceremonies, and cannot be talked to about Shadr's debt for "Under New Management".
* "No Stone Unturned" - any Stones of Barenziah obtained after receiving the quest from Vex do not stack in the inventory
* "No Stone Unturned" - if you pick up all 24 Stones before talking to Vex about them, the quest cannot be completed
* "No Stone Unturned" - the 'become a full member of the thieves guild' objective may fail to clear, even as the stone collection is progressing
* "Silver Lining" - Never starts if the Curious Silver Mold is picked up beforehand
* Faralda's entrance test quest for the Mage's guild sometimes gets stuck - the player is unable to cast a spell or continue past that point after buying a spell from Faralda.
* Mirabelle's Tour can be interrupted by a random encounter (eg a dragon) - and if Mirabelle is interrupted mid-tour, she will never complete the tour.
* Passing Faralda by stating that you're the Dragonborn (possibly other responses) and/or bypassing Mirabelle's Tour (say, to go directly to Urag to ask about the Elder Scroll) may glitch Faralda and Nirya. They will both go through their routine of leading the player across the Bridge and lighting the beacons repeatedly.
* "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.
* "Under Saarthal" - some of the Apprentices may fail to meet at the entrance to Saarthal. they may just stand around in the Hall of Elements when Tolfdir leaves. when entering Saarthal with Tolfdir, however, they all appear.
* "Under Saarthal" - casting a fire based spell at the wall can cause a game freeze for some users (frost based spell apparently works fine, as does Unrelenting Force shout). Other people have reported that no amount of spellcasting affects the wall at all, other that dual-casting is the only way to fix it.
* "Under Saarthal" - the second puzzle (the pillars that rotate together) sometimes fails completely. even when all the proper symbols are displayed, the door does not open.
* "J'Zargo's Experiment" - it's possible to kill more than 1 undead with a single scroll... if the player goes from 2/3 kills and kills two or more with the last scroll, the quest remains impossible to complete (and lists you as killing 4/3 or 5/3) - quest should check for player killing >=, not just =.
* "Brelyna's Practice" - when Brelyna asks to practise on you, the quest can get stuck at the point where you are supposed to wait for the effect to wear off if an obstacle blocked the spell from actually hitting you (the quest continues as if it had hit you, but no effects got applied so no effects can wear off). Spell absorption effects such as the Breton's Dragonskin can also block the spell and break the quest.
* "Brelyna's Practice" - when Brelyna turns you invisible, the invisibility may fail to wear off
* "Onmund's Request" - the quest breaks if the player has found/picked up the staff themselves before being given the quest.
* "Cleanse the Focal Points" - The temporary "Fortify Magicka" buff you receive as a reward may get stuck on your character, giving you the equivalent of permanent, infinite magika.
* "Shalidor's Insights" - Urag can give you the quest more than once, but subsequent times you cannot find the book and the quest marker does not appear.
* "Hitting the Books" - If you collect all the books before talking to Orthorn, he fails to recognize that you've collected the books
* "Hitting the Books" - the Caller's teleportation script doesn't play nice with paralysis. she will teleport even if she's been paralyzed (by a poisoned weapon only?), and when she returns the paralysis may be permanent, making the key out of the room irretrievable
* "Containment" - sometimes, the necessary triggers simply fail to activate, breaking the Winterhold College Quest.
* "The Eye of Magnus" - After Ancano activates the Eye of Magnus and the magic being attack the town - any attempt at fast travelling to to the college instantly kills the player, until the quest is complete.
* "The Eye of Magnus" - The ominous voice will sometimes not occur, the visuals will occur, the voice won't.
* "The Eye of Magnus" - Morokei may have two copies of the Staff of Magnus in his inventory. This can cause a later problem -- the forcefield around Ancano will still be bypassed, but the cutscene in the Hall of Elements can then be interrupted, breaking the quest.
* "The Eye of Magnus" - After retrieving the Staff of Magnus, leaving the area may cause the game to freeze
* "The Eye of Magnus" - A dragon may spawn on the other side of the forcefield. The dragon cannot be attacked, and Tolfdir cannot be engaged in dialogue since he's fixated on it.
* "The Eye of Magnus" - the forcefield does not always break with the staff of magnus, and the quest becomes stuck at this point.
* "The Eye of Magnus" - Ancano may really put a beatdown on Tolfdir See Video
* "The Eye of Magnus" - The Psijics may fail to arrive after speaking to Tolfdir. The conversation with Tolfdir hangs and has to be Escaped out of.
* "The Eye of Magnus" - after the quest's completion, an area of the courtyard may glitch, allowing the player (but not NPC's) to fall through it to the bottom of the mountain.
* "Arniel's Endeavor" - a bug can cause heating the 2nd convector to be skipped and prevent you from heating the last convector. It's advisable not be dual-wielding spells while using the Convection spell.
* "Arniel's Endeavor" - if the staff retrieval quest (radiant) sends you to Morvunskar after completing "Night to Remember," Sanguine will still be there and will attack respawned enemies. Also, the portal to the Misty Grove will still be open; if it is entered, the player will get stuck in the Grove permanently. The radius of the portal is pretty wide, so it can be triggered accidentally.
* "Arniel's Endeavor" - Enthir may not speak to the player after the staff retrieval
* The College quest to receive the Master Destruction spells is not treated as a quest (no quest log entry, no markers) and the ritual book is not flagged as a quest item. Likely intended as the quest locations must be found using clues in the book, but a player may lose track of the quest if the book is stored away for later
* The third and fourth books needed for the Master Illusion spell quest may not appear where they are supposed to
* "With Friends Like These" - you can pickpocket the captives' hoods, and they will still pretend the hood is on them during conversation.
* Nazir may stop giving his contract quests. This prevents completion of the Brotherhood questline as Astrid requires the player to complete more contracts.
* "Sentenced to Death" - you can get the dialog for the various "victims" by talking to them, before actually being told by Muiri who the victims are.
* "Mourning Never Comes" - Performing the optional stage of Muiri's Dark Brotherhood quest BEFORE killing the primary target causes the compass quest marker to vanish.
* Dark Brotherhood contract to kill Narfi does not consider that you helped him find his sister before. When you go talk to him he does not recognize you at all.
* "Locate the Assassin of Old" - the dead assassin may not spawn if Hag's End has previously been cleared
* "To Kill an Empire" - The quest may get stuck at the point that Gianna is supposed to lead the player to the dining room. After Gianna picks the stew up, she simply spins in place
* "To Kill an Empire" - When serving the soup, Gianna pours it onto the table, not into the bowl
* "The Cure for Madness" - Cicero can be pickpocketed for 500 gold when he wounded on the ground. If you're caught, he'll get up and start fighting you, then continue feigning injury (while standing up) if you halt combat
* During initial conversation with Viarmo at the Bard's College, there is no option to just visit, you have to say you are joining (only dialogue option).
* The Bard's College instrument retrieval quests can become stuck if you have already picked any of the needed instruments up before receiving the quest (game does not acknowledge that you already have the items).
* The Bard's College instrument retrieval quests do not remove the instruments from the player after completing, and you are stuck with quest items (same with many other quests/quest items). It may be possible to turn in Finn's Lute a second time with no quest reward.
* "Tending the Flames" - The Gift of the Gab reward may not appear on the Active Effects screen, and in fact may not affect Speech growth at all
* "Tending the Flames" - Viarmo may strike the effigy with a hammer rather than burning it. He then gets stuck with the torch in his hand, walking around with it at anytime of the day Hammer Video Torch Video
* "The Break of Dawn" - if you walk away from Meridia after her conversation in the air, she won't set you down so gently. See Video
* "The Break of Dawn" - quest breaks if a summoned creature kills Malkoran shade - cannot be completed at all, must be the player that gets the kill.
* "The Break of Dawn" - when teleporting away from Kilkreath Catacombs, the game may hang at the loading screen. reloading eventually gets around this
* "The Break of Dawn" - your companion may get stuck inside Kilkreath Catacombs after you teleport away
* "A Night To Remember" - the "trash" you clean up in the temple gets marked as quest items once picked up, and so cannot be dropped again (getting stuck with trash items such as bottles of wine is frustrating). Furthermore, if more bottles of Alto wine are picked up while you have a quest-flagged bottle of the wine, the new bottles are also considered quest items, giving you a quest-flagged stack (this happens with any quest item that is stackable)
* "A Night To Remember" - if you are married to Ysolda, the conversation with her is strange (she doesn't mind you trying to marry a 2nd woman!?).
* "A Night to Remember" - During Sanguine's quest, if you speak to Ysolda before going to Rorikstead, it jumps the questline forward prematurely. You'll end up skipping several steps and may accidentally revisit them after completing the entire quest.
* "The House of Horrors" - the quest may break if the player is transported to Markarth by the "Night to Remember" drinking contest. Vigilant Tyranus never spawns in front of the house and the pertinent rumors are never given.
* "Waking Nightmare" - If the temple is entered with a follower (in addition to the priest), the follower is left behind (this is supposed to happen) and the priest warps deeper into the temple (this is not). The priest is needed to get deeper into the temple, so the quest becomes unplayable. This can rarely occur even with a follower (a separate companion bug, perhaps? a follower being recognized when there isn't one?) Saving before entering the temple is recommended in any case.
* "Discerning the Transmundane" - The scripted scene inside the Oghma Infinium chamber may fail. Septimus gets stuck before he can open the Oghma and the book can never be taken.
* "Ill Met by Moonlight" -- Sinding the werewolf can sometimes been seen after dying - eg seen at Helgen's Gate (may be a quest that relies on him force respawning him?). He may also be seen walking around in werewolf form after being spared, inexplicably ignored by other NPC's. He may respawn in his prison cell if the player sleeps on a bedroll in the prison
* "The Black Star" - If you go directly to Nelacar without asking around about him first, a quest marker will remain on his head (the quest does not break, however)
* "The Black Star" - The broken Azura's Star may not be removed from the inventory, leaving the player stuck with the broken version in addition to receiving the fixed version
* "The Black Star" - If you complete Azura's Shine quest, a random traveller can still approach you and suggest you travel to Azura's Shrine, putting the quest to visit it in your journal but unable to complete it even if you visit the shrine again.
* "The Taste of Death" - during the quest, anytime Brother Verulus is in the Hall of the Dead (and this includes following you inside if he couldn't finish a line of dialogue outside), he treats you as if you're trespassing. He still gives you a reward for killing Eola, but will then start telling you to get out.
* "The Taste of Death" - after cleaning the cave of Draugr, Eola may get stuck in combat mode and will not engage the player in her scripted dialogue. completing the quest becomes impossible.
* "A Daedra's Best Friend" - if Lod is dead when the guards first mention the missing dog, they will still direct the player to him and a quest marker will point to his corpse
* "A Daedra's Best Friend" - After sparing Barbas, he can get stuck if you engage him in dialogue after the conversation with Clavicus Vile is finished
* "The Mind of Madness" - On the Wabbajack mission, sometimes a random crazy woman can follow you begging you to use the Wabbajack on her - however if you do, Delphine will start attacking you and prevent continuation of the mainquest - is this intentional (you just have to ignore the mad woman and let her follow you?).
* Esbern will offer to make a potion from one dragon scale and one dragon bone. Completing this gets you a potion that will give you the "dragon infusion (last entry)" perk. Drinking the potion does not always give you the perk, and the quest will remain active (only if you do not get the perk) but cannot be completed again.
* "Blood On The Ice" - the graveyard scene sometimes fails to load, causing the quest to get stuck.
* "Blood On The Ice" - if you have the court mage arrested, the quest simply ends prematurely - you are stuck with the amulet, Corlixto's Treasure shop is permanently closed, it feels like a major part of scripting is missing/broken.
* "Blood On The Ice" - from many reports, this quest seems to be able to break in many different ways if the player doesn't do every single event in exactly the right order, or if the player has ever discovered/found anything relating to the quest beforehand.
* "Blood On The Ice" - murder that is supposed to take place "the next evening" may happen immediately (even in broad daylight with the cityfolk all around). Could be a V-Sync issue (see Core/Physics Issues)
* "Blood On The Ice" - the killer may run into The White Phial instead of Hjerim, possibly related to the murder taking place at the wrong time of day as above
* "Blood On The Ice" - NPC's have trouble with the tight corridors of the palace during Wuunferth's arrest
* "Rise in the East" - You can fast travel to Japhet's Folly after the quest, but you can't fast travel off of it
* "Forsworn Conspiracy" - quest can break if you pickpocket the note during the escape - the quest then updates telling you to check the body, but as you already have the note, you cannot trigger the quest to continue (the note may reappear on the body after waiting some time).
* "Forsworn Conspiracy" - the guard that threatens you outside the Inn may get stuck there and even respawn if killed
* "Forsworn Conspiracy" - the guards that arrest you never leave the shrine - you can be arrested, sent to the mines, complete that stage of the quest - but re-enter the shrine and the guards are still there and the whole process repeats, over and over.
* "No One Escapes Cidhna Mine" - If you killed the King in Rags when he tasks you to kill the non-Forsworn in Cidhna mine, you get your name cleared when exiting the ruins by the Silver Blood. However, if you then commit any crime and a guard talks to you, you are indicted on the Forsworn Conspiracy charges and can only choose jail or fight. If you choose jail, the conversation keeps looping so really you can only choose to fight.
* "No One Escapes Cidhna Mine" - the player isn't always given their quest items back, only "normal" items, breaking many other quests in the process.
* "No One Escapes Cidhna Mine" - the Reach guards may remain hostile after escaping the mine, as if the quest was never completed.
* "No One Escapes Cidhna Mine" - causes certain Forsworn to become neutral after completion? makes completion of 'kill the leader' quests in those areas easier
* "Laid to Rest" - quest can get confused, with the crowd that follows you vanishing, Movarth respawning, and the next quest in line not triggering. If the respawned Movarth is killed, a random Master Vampire suddenly spawns in the room.
* "Laid to Rest" - if Alva is not killed before the assault on Movarth's lair, she will be inside the lair and will be an ally of the player. She will fight the vampires, any attack on her will produce a bounty, and talking to her will engage her usual dialogue.
* "Forbidden Legend" - starting this questline/being at a certain stage on this questline can cause a CTD every time you attempt to enter Whiterun, making Whiterun inaccessible.
* "Forbidden Legend" - There are many ways that this quest can be prevented from being completed. Killing Mirkul before reading the quest notes makes his corpse unlootable. A stealth kill on Mirkul makes his corpse unlootable. The brothers can be disintegrated, also making for unlootable corpses. Retrieving one of the amulent fragments requires the entrance to Saarthal being unlocked, and Saarthal is only unlocked by a completely unrelated Mage College quest.
* "Forbidden Legend" - Gauldur's amulet quest won't update in the journal with new/next objectives after collecting every piece (may relate to the player having already been to Reachwater Rock beforehand).
* "The White Phial" - after the quest, although trying to talk to Nurelion produces an 'asleep and dying' message, he will still report crimes and hop out of bed in a panic
* "Repairing the Phial" - the Forsworn Briarheart is the same one used for the "Legend of Red Eagle" quest. If the Red Eagle quest has been finished, the Briarheart spawns the Red Eagle's Fury again. If it's picked up, it gets stuck in the inventory as a quest item.
* "Repairing the Phial" - doesn't update after collecting a Briar Heart (even if you collect one AFTER receiving the quest). In fact Briar Hearts become unavailable for alchemy as well. May be related to having Briar Hearts in the inventory when the quest starts. May also be related to previously taking the Briar Heart during the "Legend of Red Eagle" quest. Those two quests seem to be extremely incompatible and should probably target separate Forsworn Briarhearts.
* "Repairing the Phial" - clicking on the empty White Phial duplicates it in the inventory
* "Kill Petra" - this quest gets stuck if you kill Petra before freeing the hagraven in the cage. The hagraven follows you to Petra's chamber, then simply stands there offering no dialogue.
* "The Man Who Cried Wolf" - quest may not be possible if the player is on the first bard quest granted there (the quests interfere with eachother?).
* "The Man Who Cried Wolf" - when Wolfskull Cave respawns after clearing it out, the spirit of Potema can be seen again atop the tower. none of the necromancers or the ritual master respawn
* "The Wolf Queen Awakens" - if you return to the catacombs after defeating Potema, the shaft of lightning is still there See Screen
* "Missing in Action" - There appears to be no way to resolve the quest peacefully, despite the optional objective.
* "Missing in Action" - Freeing Thorald Grey-Mane at Northwatch, the guards completely ignore him when you escape with him in tow. You can sneak around while he walks around with weapon drawn right past guards who ignore him completely. Once outside and you talk to him and he says he needs to flee, he just stands around a bit further at a tree and does nothing of the sort.
* "In My Time of Need" - if the player helps the Alik'r capture Saadia, at the end of the quest Saadia is paralysed, falls to the floor, then nothing else happens - Kematu and Saadia just remain there. If the player zones out and comes back a few game days later, Kematu can be found saying he wants to go home, and Saadia can spawn, unparalysed, closer to the gate hostile to the player. Has some scripted event gone missing?
* Carlotta Valentia in Whiterun may remain at her market stall with her daughter all day and all night after the player tells Mikael to leave her alone
* If you find Leifnarr's body at the bottom of Broken Helm Hollow before receiving the quest to find him from his family, his family can never be told about his death.
* "Boethiah's Calling" and "Kill the leader of Knifepoint Ridge" both point to Knifepoint Ridge. If they are active at the same time, only "Boethiah's Calling" can be completed.
* "Search for Valdr's Hunting Party" - Valdr was not waiting outside the cave or anywhere else, there is no map marker, and 'Show on Map' points to Solitude - perhaps a stage of the quest is missing or is automatically skipping?
* "Speak to Greta about going to the Temple of Divines" can get stuck after convincing Greta. Possibly caused by looting the Amulet of Talos off Roggvir's body before speaking to her.
* Grelka's personal quest will never be granted, meaning the player will never get the opportunity to marry Grelka.
* "The Pale Lady" - quest sometimes cannot be given, as the battle outside the crypt does not always trigger (Eisa will just stand there with no dialog options).
* "Ancestral Worship" - attacking Vals Varen quickly ruins his scripted dialogue with Golldir. Worse, if he's killed in one blow, he (or his corpse) still teleports away but it never teleports back, preventing looting (though the quest still completes successfully). Many scripted scenes lock the players' controls until the scene is finished; maybe that's needed here?
* "The Legend of Red Eagle" seems to be (unintentionally) repeatable, if you read the book again after completing.
* "No News is Good News" - Angeline in Solitude can grant a quest to find her daughter in the Imperial Legion in Whiterun, but Captain Aldis who the player is sent to speak to no longer exists after the Stormcloaks have taken over Whiterun.
* "Steal the Dragon Breath's Mead for Olda" - Dragon Breath's mead sometimes falls through the box it's supposed to be sitting on, making the quest impossible to complete without using the console.
* "Silenced Tongues" may not start after reading the book at the beginning, and the ceremonial weapons do not open the door to the the Cairn. It's speculated that this is related to destroying the Dark Brotherhood.
* "Silenced Tongues" - the ceremonial door's area transition may fail. the weapons are placed and the opening animation occurs, but the player is not sent to the next location.
* "Hag's End" place of power misc quest was marked as completed upon finishing another place of power quest, despite having never been there.
* "Promises to Keep" - if the player follows the hidden objective to tell Maven about the plan, continuing the quest/questline seems to ignore the fact that you told Maven about the plan. Alternatively, the 'Steal the lineage papers' objective marks as complete and the quest gets stuck.
* Disrupt the Skooma Trade - may be possible to complete the quest simply by killing the guard outside the den
* Disrupt the Skooma Trade - quest is not completable if Maven has become Jarl (Joining the Imperials).
* Disrupt the Skooma Trade - quest breaks if you have already cleared that dungeon before receiving the quest.
* "Heart of Dibella" - Enmon may enter and charge through Broken Tower Redoubt to reach archers on the upper level. He (inexplicably) survives the trip through the Redoubt unscathed, but has a good chance of getting killed by the archers
* "Heart of Dibella" - After completing Markath beggar's quest to steal the Dibella statue, if you then talk to the Silver Blood Innkeep about rumors, you receive a misc quest to talk to the beggar. However no dialogue options are available from the beggar and it is stuck as incomplete.
* Creatures cleared out of a mine as part of a quest may respawn later, killing the miners
* During the blacksmith "tutorial" quest, if the player does anything out of sync the quest gets confused - eg if the player makes an iron dagger and sharpens it themselves (testing out the equipment) before trying to hand the dagger in to the blacksmith.
* "Return to Your Roots" - Removing all Crimson Nirnroots from your inventory deducts only one from the quest counter, though retrieving them all adds the number of Nirnroots to the counter. In this way, the 'Collect 30 Crimson Nirnroots' phase can be completed with as few as 2 of the Nirnroots collected
* "Return to Your Roots" - Alternatively, moving a number of Crimson Nirnroots to a container may deduct two from the counter, then picking them all back up adds one to the counter. This can result in a negative number in the counter: Screen
* "Return to Your Roots" - Collecting 30 Crimson Nirnroots before investigating their significance immediately points you to Avrusa Sarethi, despite having never read the journal that identifies her
* "Return to Your Roots" - eating one of the Crimson Nirnroots removes the Avrusa Sarethi journal entry. Dropping the nirnroots and picking them back up restores it.
* "Return to Your Roots" - Avrusa's Jazbay Grapes collection quest may interfere with this quest. She'll give her completion dialogue, but won't take the Crimson Nirnroots, give a reward, or update the journal; instead she gives the Jazbay quest.
* "Return to Your Roots" - Orc Hunters may chase wildlife into Sarethi farm and cause an abundance of problems, as their faction relations are touchy. In one case, the Hunters killed Avrusa's sister; Avrusa gasped at her sister's body then immediately ran inside her locked house, where she gave only trespassing dialogue, breaking the quest. If the Hunters turn hostile (which may happen if the player gets close) killing them produces a bounty and an immediate arrest attempt by the farm's guard (who may be there specifically to guard against this sort of thing, but the sister's death is proof that he's doing a poor job).
* "Return to Your Roots" - Another strange random encounter that may occur on Sarethi farm -- an Imperial soldier attacking the farm's Riften Guard, even if Riften is under Imperial control.
* "Siege on the Dragon Cult" - Captain Volmir may not initiate the dialogue that gives the quest (possibly if the Civil War has ended?), though the key can still be retrieved by killing him or pickpocketing him. This can cause strange behavior at the end, with the Stormcloak appearing outside the argue with Volmir (even if Volmir is dead), then the end fight. In any event, the quest cannot be completed.
* When tasked to steal the Staff of Arcane Authority by the steward of Winterhold, an "I already have it" option may be available if you've already previously stolen the staff but don't have it in your inventory. This completes the quest without removing it from any storage place you're keeping it or adding it to the steward's inventory. This exchange occured while the "Kill the Dragon at Mount Anthor" quest was beign turned in, but that may be unrelated.
* The Jarl of Winterhold can give the Helm of Winterhold quest repeatedly, even after turning the Helm in
* Allesandra in Riften mentions a reward for her quest, but she does not give one
* The Treasure Map chests may fail to appear in the proper place. Possibly a Patch 1.2 issue
* Post Patch 1.2, Treasure Map VIII disappears when entering Windhelm
* When Queen Freydis' Sword is turned in to Oengul War-Anvil, it becomes available for purchase in his stock. It's intended to be a gift for, I believe, Ulfric.
* "Blessings of Nature" - the old tree will remain in place with the new sapling growing inside.
* Various "becoming the thane" quests remain in the quest log even after becoming thane/completing all quests in an area.
* "Unfathomable Depths" - the final scripted dialogue with the adventurers is interrupted if the boss fight is initiated too quickly
* Giants continue to attack Largashbur after their leader is slain
* "Lost Expedition" - Staubin is referred to as 'Staub' in the quest log
* "Lost Expedition" - it may be possible to complete the quest without gathering all the journals
* "Lost Expedition" - When the quest is turned in, the four journals are duplicated in the inventory
* Gorm of Morthal's letter delivery to Captain Aldis in Solitude does not appear in the journal
* Tolfdir's Alembic mini quest does not appear in Misc. section of the journal.
* Tolfdir also seems to misplace his Alembic constantly. More often than there are instances of it around the College.
* Winterhold Innkeep's quest to help the drunk does not appear in Misc/Side and you cannot inform him of failure/success when you hand the letter to the drunk.
* Riften merchant Madesi's collection quest places no quest marker on him when the wanted items are collected
* "In My Time of Need" - no quest marker points to Saadia at the start of the quest. while the player is meant to find Saadia by questioning Redguard women, similar quests to locate someone/something always display a quest marker
* The 'Investigate the Bard College' and 'Visit the College of Winterhold' quests do not clear, even after visiting those guild or even completing their associated questlines. 'Join the Stormcloaks' may also get stuck in the journal.
Radiant Quest & Faction Issues
* Many quests (radiant quests only? Possibly pre-scripted quests too?) are still given relating to buildings, NPC's, locations etc. that are no longer relevant or even possible because a city has changed hands (Imperials/Stormcloaks) from siege quests/civil war quests etc. - the game makes no attempt at checking whether buildings/npc's etc. still exist (and possibly isn't granting the chance of NEW quests relating to the new state of affairs either?).
* Radiant quests can involve children as their targets. This becomes a problem when you need to kill or pickpocket your target as neither of these actions can be performed on children.
* Faction relations can sometimes get confused, possibly affected by having a wife from that faction (eg the companions faction will sometimes all go permanently hostile to the player for no apparent reason)
* Every NPC in Dragonsreach (and several around Whiterun) can become hostile to the player with no apparent cause or reason. May be a random incorrectly faction flagged hostile NPC out in the wilds somewhere, or a quest that is causing faction problems?
* NPC's in Markarth may similarly go hostile with no apparent cause, possibly after receiving the Forsworn Conspiracy note from Eltrys. In one specific instance, the Jarl and his court turned hostile, as did Vigilant Tyranus
* Killing a dragon at one of the Dragon's Lair locations may trigger Esbern's dragon-slaying quest with instructions to return to him
* Various NPC's seem to simply not give out necessary sidequests (may be Radiant quests) required to achieve fairly major plotline effects - for example Farkas never giving out "Hired Muscle", thus unable to get the "Purity" quest to cure Farkas/Vilkas of Lycanthropy.
* "Take Up Arms" - If a follower is with you during the initiation battle into the Companions and the follower attacks Vilkas, Vilkas will constantly attack you from that point on.
* "Purity" - Farkas/Vilkas may offer to meet you at the Ysgramor's Tomb, making any current companion leave. He will then remain in whiterun and ingore the quest he gave, resulting in your being unable to have a companion.
* "Purity" - the used Glenmoril witch head may not be removed from the player's inventory, even though the quest still completes successfully
* The guards in Riften may start attacking townsfolk (but not the player). Possibly related to starting the Thieves Guild questline?
* Aela may never give "Totems of Hircine" after becoming harbinger, she can give nothing but animal extermination quests over and over.
* "Animal Extermination" style quests from the Companions, don't auto-unlock the houses the player is supposed to be entering to complete them, so the player is forced to be a criminal unless they attend the house at certain unspecified times.
* "Animal Extermination" quests can break randomly - the target of the extermination can already be dead when the player arrives (killed by another NPC?) - the quest cannot be completed at this stage.
* "Trouble in Skyrim" - if Farkas sends the player to Valtheim Towers after Amren's sword has been recovered from there, the bandit leader is already dead and the quest cannot be completed
* "Rescue Mission" - the quest may use Faendal as the kidnap victim even if he's an active follower of the player. He can be seen vanishing as Skjor/Vilkas gives the quest.
* "Stealing Plans" - plans are not always present in the Silver Hands hideout (may be if the player has already cleared this area before).
* The second wave Companions quests are offered by the Circle in the Underforge after the funeral. If such a quest is not completed before the final piece of Wuuthrad is given to Eorlund, the quest can never be turned in and remains stuck in the journal
* One of the "fishing" quests for the thieves guild, you are supposed to pickpocket a flawless emerald from Cairine in Markarth - Despite never having pickpocketed her before, the player can simply get the message "Cairine has already caught you" making it impossible to finish the quest.
* Delvin may take the wrong item when you turn in a fishing quest. For instance, he may take a normal ruby when you were sent to pickpocket [NPC Name's] Ruby
* The evidence in a Thieves Guild Shill Job (radiant quest to plant evidence) may be unplaceable, producing a 'you may not remove quest items' message
* Cancelling the random Thief quests to steal items (eg if you are trying to get a quest to a specific area) doesn't despawn the item that got spawned as a steal target - eventually multiple items can stack up on top of eachother in the target locations.
* On a Thieves Guild heist, cancelling the lockpicking of the strongbox (say, if you forgot to go into stealth mode) can still stick you with a bounty
* Delvin will no longer take larceny items once the player has completed the main thief's guild questline (the dialog options to hand items in no longer appear). It also seems possible that Delvin can give two quests at once; if both are completed before either is turned in, one of them will break. (these two issues are possibly related or the same?)
* Riften, Haelga's Bunkhouse - Make changes to ledger quest - An un-activatable box on the first floor is the target instead of the ledger, and the quest cannot be continued/completed.
* The "forge the numbers" quest does not work when the White Phial ledger is targetted. Activating the ledger does nothing.
* Mage College book retrieval quests cannot be completed if the book has already been previously obtained
* A number of bounty quests don't seem to spawn the bandit leaders correctly or at all (sometimes only the leader with no helpers, other times only the helpers with no leader). Having other quests going to the same location as the bounty quest also causes issue (only one set of NPC's for one quest or the other spawns, but clearing them out won't update both quests).
* Even if the mobs in a dungeon you had previously "cleared" (and set the cleared flag on) have respawned, a quest/NPC that requests you to clear that same dungeon will never consider the quest complete if you clear it again.
* The "Collect bounty from Skald" bounty quests sometimes don't update/clear after handing it in, getting stuck in the quest log.
* "Find the Fine-Cut Void Salts" - if you already have the void salts in your inventory when you speak to Captain Wayfinder, you have to select the dialogue option to turn them in immediately. If you do not, the option disappears and the quest cannot be completed.
* Random roadside encounters may be getting cleared/replaced too quickly post patch 1.2. There is more than one report of bandit corpses disappearing before they can be looted.
* Many bounty/dragon-location quests can be granted multiple times even after it's been completed, by talking to various tavern keepers, and receiving the same quest multiple times after previously completing tends to confuse the quest engine.
* If a bounty quest points to an enemy you've previously disintegrated, the enemy will not respawn
* If a bounty quest points to a dragon at a den you've cleared previously, the dragon's soul cannot be absorbed.
* A dragon may fail to appear at the designated location when a bounty quest targets it. Could be related to either of the above two problems.
* The 'kill the bandit leader' radiant quest can point to the neutral Guard NPCs at Nilheim Screen Alternatively, if the ambush encounter at Nilheim is completed before receiving the bounty quest, the quest will produce no marker and cannot be completed
* Riften Thane quest - After purchasing Honeyside, "Return to the Jarl of Riften" doesn't progress - the Jarl does not provide relevant dialogue and the player cannot become Thane.
* Falkreath Thane quests - quests performed in Falkreath Hold may not count toward the 'help the people' objective. This may occur if "Rescue from Fort Neugrad" is completed before entering Falkreath. Also, the 'kill the bandit leader' quest may skipped, with the Jarl skipping directly ahead to 'there is room in my court for a new Thane'
* Markarth Thane quest - 'kill the bandit leader' may be skipped for this as well
* The Deep-In-His-Cups random encounter may respawn repeatedly, even after he is killed
* Some random encounters may be failing to clear, preventing future encounters at the same spot (specifically, the woman who died looking for a lost necklace, near Honingbrew Meadery)
* The Greybeards can tell you there is a word of power at "Greywater Gorge", when they mean "Sunderstone Gorge" (wrong quest pointer location).
* Once you get access to the Arch-Mage quarters in Winterhold College, all of the book fetching quest markers point you to go to the Arch-Mage quarters instead of the Arcaneum where Urag actually is.
* After a city is liberated/changes hands, the player must still locate and visit the old steward to collect any bounties granted (surely the new steward would have everything organised for the city?).
* The Aspiring Mage (random encounter) may be seen holding an invisible staff
Crime Issues
* Killing soldiers/couriers within a hold that is held by the opposing faction still produces a bounty in the hold (say, if you stumble onto a group of Imperial soldiers in Eastmarch). In one case, aiding Stormcloaks against Imperials near Windhelm produced a bounty and turned the Stormcloaks hostile
* Dogs, chickens, horses etc. can report crimes, and count as witnesses to be killed.
* "Bounty Hunter" NPC's that hunt you down if you have a high bounty, the dialog option to pay off your bounty seems broken - they request 0 gold, and don't clear your bounty.
* Bounties don't always seem to clear even after "paying them off" - seems to be random (random locations/times/situations?) whether paying it off actually clears it. The guards may get stuck saying 'Wait ... I know you' indefinitely, which could trump quest dialogue options (asking the guard to release the dragon, reporting the brotherhood leader's death, etc)
* If a companion is ordered to get all items from a "neutral" (no faction owned, eg chests in dungeons) container in which the player has placed anything, all of the items get flagged as stolen. This also happens with an enemy's weapon dropped on the ground after a fight
* City guards can get stuck in an infinite loop of trying to arrest you if you select "I really don't have time for this, do you?" options (they just constantly try to re-arrest and you can constantly say you don't have time for this, is it meant to clear the bounty?).
* Sometimes small/accidental 5-gold-bounties can make key quest-giver NPC's out in wilderness camps completely hostile to the player until the inconsequential 5 gold bounty is paid off at a city.
* It's possible to Tab out of dialogue with a guard trying to arrest you (as you can Tab out of any dialogue)
* Bounties may not clear properly if any of the witnesses are killed by a frenzied NPC. Makes the use of frenzy spells against groups (wandering soldiers and Thalmor, for instance) ill-advised if you're aiming to avoid a bounty.
* If a stolen book is displayed in one of the player-owned houses' bookcases, the displayed copy is not considered stolen. Placing a book in a bookcase then removing the displayed copy could effectively be used to clear the 'stolen' tag from any book.
Edited by Kosh Vader, 09 January 2012 - 10:50 AM.
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