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  1. Mizera Mizar

    MC Mesh02

    "MountainCliff01"
  2. Mizera Mizar

    MC Mesh03

    "MountainCliff01"
  3. Mizera Mizar

    MC Mesh04

    "MountainCliff01"
  4. Mizera Mizar

    MC Mesh05

    "MountainCliff01"
  5. Mizera Mizar

    MC Mesh06

    "MountainCliff01"
  6. Mizera Mizar

    MC Mesh07

    "MountainCliff01"
  7. EDIT - 11:14, 26 Aug 2016: After starting a new game with all the below mods disabled, I found the bug stopped. Now it's just the process of finding whether or not it's caused by a single mod or a clash between two or more. I do know, however, that it is not caused by UFO4 Patch. Not by itself. EDIT 2 - 12:22, 26 Aug 2016: I believe I've found the culprit and am testing to see if any other mods produce the same effect - DarkStar Radio seems to be the mod responsible. EDIT 3 - 14:47, 26 Aug 2016: I found that the mod causing the error is DarkStar Radio by creeperking31. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Recently I've noticed a rather annoying little bug. I didn't see anyone else speak of it so I will. I don't know if it's being caused by one of the mods I have installed (I'll provide a list at the end) or just a new bug in a Bethesda game. Anyway, in the home the PC starts with in sanctuary hills, after going to the vault and coming back, has broken walls. It's like everything is shifted to the right by a bit and it's very easy to get caught inside one of the walls simply by walking up to it. What with how long it takes to reload files after changing the mod order and then loading a gamesave, I just don't have enough patience to single out which mod is causing the error, if it's a mod bug at all. As it is on the console, I don't have a good way of taking a screenshot and posting it along with my text. Also, I should mention that this isn't my own console or game, I'm borrowing them from a friend and I'm trying to get this resolved before he takes it back which could be in a few days as he wants to play when Nuka World is released, for obvious reasons. Current Mod List: Unofficial Fallout 4 Patch by Arthmoor Cheat Terminal[Xbox One] by NexusAU Settlement Limits Slashed: Xbox Version by Trainwiz Vanilla Crafting Expansion by Fruckert Blacksmith's Crafting Expansion Version 27by mattdamon420 Vault-Tec Workshop - Power Conduit Radius Increase and No Build Limit by StormLord Unlocking Ballistic Weave with Other Factions [Xbox One] by crazysam10 - currently disabled Surprise MF (XBOX) by MrMibs M1918 BAR by PimplyPete Remington Model 1858 by PimplyPete Modular Kalash (XB1 Version) by DOOMBASED Modular Simonov PTRS-41 Anti-Tank Rifle by kazumamqj WWII Colt 1911 (XB1) by leo2link Desert Eagle (XB1 Version) by DOOMBASED M60 Light Machine Gun by TrainsCDG - Currently Disabled [XB1] The Gunslinger Outfits by TheRealElianora Communist Army's outfit (XB1) by Satojomov Classic Army Helmet by Satojomov NCR Veteran Ranger Armor (XB1) by unoctium [XB1] Slooty Vault Jumpsuit by TheRealElianora [XB1] Unlimited Companion Framework by expired6978 [X1] Minuteman Waving Flag [Workshop Object] by Cryax98 DD_Xboners_Castle_wall_patches - I don't know who made this, I think it was removed or replaced at some point as it has no description The 80's Mix (Xbox) by SpentCasing Awesome Mix Vol. 1 by Illustrious DarkStar Radio (Xb1) by creeperking31
  8. Mizera Mizar

    Ark07

    Arkngthamz - drowning on dry land (in CK)
  9. i have noticed a huge bug with no fix that i have found. after completing A new order the next quest no matter which side wont start up after isran or garan merethi will tell you to talk to someone but the next quest (prophet) wont actually start. I have tried this with mods, with no mods but the unofficial patch, and no mods at all. I have had a friend test it and it worked fine with him, it used to work when i used to play but it suddenly stopped. console commands with this quest DO NOT work at all setstage/ startquest nothing Fyi another thing the Hearthfire dlc is having another issue. none of the yarls that assign houses in the dlc will talk to me i have found a way around it but is " immersion breaking" by using player.relationshiprank "yarl id" 4 but i cannot become thane nor get a housecarl. i dont know what other details i can provide.
  10. ToddHowardsSpiritAnimal

    Bugs, subjective bugs, and not-a-bugs.

    I didn't have permission post this in the UFO4P Bugtracker you told us to report it on; sorry if I missed something simple and obvious (I most likely did): Bugs: After Doc Crocker dies in Diamond City, Doctor Sun takes over reconstructive surgery duties. The chair one must sit in to initiate facial reconstruction surgery no longer has a prompt on hover, making it impossible to sit in the chair and initiate the surgery. I don't have any mods installed, have all the DLC to date, and have the most up to date official patch. Subjective Bugs: Companions, in particular Ada and Hancock, (but others are bad, too) ask to join me again if I walk within like 50 feet of them. This can get particularly annoying in smaller settlements. Is there a way to tone down the frequency with which or conditions required for them to ask? Or perhaps have them not ask at all? It seems to me all Settler random chatter to one another has ceased (how's your uncle? and stuff like that). Everyone only talks to me. It makes things feel like the Truman Show, as opposed to living the world. Has anyone experienced this? Subjective Not-A-Bugs: I noticed that you 'fixed' Tinker Tom having a MILA on his corpse even if the quest wasn't started. That doesn't seem like a bug to me. 1) It has a pretty cool in-game model, and I use it to decorate. 2) I assume, headcanon-wise, he'd have some MILAs laying around irrespective of the quest starting. My opinion. Scavengers have their weapons drawn in Settlements, and you also fixed this. I agree that was a bug. But I quite preferred this, not only for identification purposes, but I thought it actually appeared a tad more lifelike. I know I would walk around dangerous settlements with my weapon drawn on occasion. I thought it made things look a little more realistic to see a few folks with their guns out, just like the player character, and wandering the Settlements. Again just an opinion. Thanks for all the work you guys do!
  11. The quest tell me to clear Redoran's Retreat, after I cleared on my way back to Farkas, the quest automatically complete for no reason(without talking to Farkas). Leaving the quest impossible to complete, its pervent you to get next companions quest. Console command can fix that but I dont know if its safe or not.
  12. Vampirism perk Nightstalker’s Footsteps only gives 20% bonus to sneak instead of the 25% in the description. 0010F1E7 : Nightstalker’s Footsteps (AbVampireSkills02) DESC: Vampires are <25>% harder to detect when sneaking. EFID: VampireAbSkills02 "Nightstalker's Footsteps" [MGEF:0010F1E6] ** add perk: 0010F1EC 0010F1EC: VampireSkillsPerk02 [PERK:0010F1EC] EPFD - Data: float - 20.000000
  13. OghamSoothsayer

    Usleep bug or not ?

    Since it is relatively new (if not considering the beta releases) I thought I'd use the error check from the Merge Plugin tool from Mator to see the results. Just selected a few of the mods highest in the load order. This happened to be returned for USLEEP. [iNFO:0402A70A] ('Well you know it as well as I do. Raven Rock Mine wasn't empty at all... it's still rich in ebony ore.' in GRUP Topic Children of DLC2DDRCresciusTLImperialBranchTopic01 "Ridiculous? Why?" [DIAL:04024768]) INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "DLC2RR03 "<Error: No strings file for lstring ID 00000CFA>" [QUST:04018B15]"> Is this a bug?
  14. Hello ! I got a crash I can't troubleshoot by myself in the CK. I'm trying to load a plugin heavily edited in TES5Edit, but when I try to load it after that in the CK to modify scripts-related stuffs, I got this error (in EditorWarning.txt) and the CK crash : Assert File: ..\TES Shared\ExtraData\ExtraDataList.cpp Line: 3996 Expected XWCD chunk. Any idea what it could mean ? I couldn't find anything about what an XWCD is supposed to be. I guess it should be related to either REFR or maybe CELL by its name, but the record's definition doesn't seem to include any. The Check for Errors function in xEdit doesn't see anything wrong in the plugin. I know that xEdit is truncating some records, could it be one of them ? I can provide the plugin in private if need be.
  15. Hello everyone, We are aware of the current issue with Tracdown. The problem is, we cannot fix it, nor is there currently any software support for the module. While there is a way to fish reports out of the abyss they fall into it seems pointless and tedious to clean it up every day. Please use this thread as a temporary solution to report bugs so that we can keep them contained and not lose them. Provide as much information as you would a tracdown report, including category and version. We are looking into alternate and new solutions for a bug tracking module. ** If you are testing the Beta Unofficial Legendary Edition Patch, report any issues in the beta thread. ** Thank you for your co-operation.
  16. I have USKP installed and activated, but Derkeethus will not stay at Lakeview Manor. I asked him to stay at my house in Markarth and he went straight to it, but when I asked him to go to Lakeview he just returned to Darkwater Crossing. I don't know if this was something that was fixed in the UHFP; Skyrim crashed when I tried to use it.
  17. Lurthz

    Legate Quentin

    I'm kinda new to this site, but i want to ask you guys for help, can you repair the bug with Legate Quentin in the quest for Defending Whiterun. When returning to Whiterun to warn the Jarl, you speak with him and tells you to go back to your legion, that meaning reporting back to Legate Quentin, well, when you go back to our friend here Quention, you can't finish the quest, checking the Journal, you see that the quest remains at "talk with Jarl Balgruuf" etc, and talking to legate quentin just gives you usual quotes, and you can't continue the quest
  18. Sclerocephalus

    The critter thread

    Now working on the critter scripts and there are a couple of questions already. The script lets critters die when hit by a magic effect. Makes certainly sense for destruction spells, and it is understandable that they won't survive the magic turbulences associated with a conjuration, illusion or alteration attack, because they are tiny creatures. But what about a restoration spell ? If no one objects, I'll make them immune to "restoration attacks".
  19. I've discovered a number of wilderness encounters that have bugs associated with them. WE24 (A Good Death) - Confirmed fixed with USKP 2.0.4 -- (See bug #13900) WE31 (Application Denied) - Confirmed fixed with USKP 2.0.4 WEDL01b (Bard attacked by bandits) - Confirmed fixed with USKP 2.0.1 -- (See bug #19345) WEDL05 (Thug sent by Louis Letrush) - should be fixed with USKP 2.0.4 WEJS01 (Dead woman with bandits) - Confirmed fixed with USKP 2.0.4 -- (See bug #13885) WEJS02 (Balbus) - should be fixed with USKP 2.0.4 -- (See bug #13884) WEJS11 (Namira Cultist Offers the First Bite) - should be fixed with USKP 2.0.4 -- (See bug #13886) WEJS13 (Pilgrim traveling to Tree in Whiterun) - Confirmed fixed with USKP 2.0.4 -- (See bug #13916) WEJS18 (Corpses in the aftermath of a dragon attack) - should be fixed with USKP 2.0.4 -- (See bug #14956) WERJ01 (Mistwatch Escapee) - Confirmed fixed with USKP 2.0.4 -- (See bug #13915) WERJ06 (Drinking Companions) - Confirmed fixed with USKP 2.0.4 -- (See bug #13921) WERJ13 (Cragslane WE) - Confirmed fixed with USKP 2.0.4 -- (See bug #13979) Dragonborn DLC DLC2WE06 (Black Book -- Madman) -- "supposedly" fixed with UDBP 2.0.3 (See bugs #12738 and #15019) -- needs further testing to be sure it is fixed DLC2WE09 (Cultists vs. Player) -- "supposedly" fixed with UDBP 2.0.1 -- (See bug #14121) -- the one that occurs "in Skyrim" may still be bugged (needs further testing)
  20. Completing the quest Speaking with Silence blinds the player permanently (cue 'and in the game!' jokes). This only occurs in the newest 2.0.2 patch, not in 2.0.1a. The quest features a dungeon crawl through Snow Veil Sanctum with Mercer. At the end of the dungeon, the player is incapacitated by Karliah, which is followed by a scripted scene in which the player is stabbed by Mercer. When the player is stabbed, a unique 'fade to black' visual effect is applied. After a loading screen, the player is sent back to the outside, and their vision is returned to normal. In 2.0.2, a few in-game hours after the quest is completed, the 'fade to black' visual effect replays without ever fading in again, leaving the player blind. I tested this three times; I played through the quest in 2.0.2, and then skipped ahead 24 hours. Within a minute or so of the game resuming, the player is blinded. This happened in all three tests. I then rolled back to 2.0.1a, played and completed the quest, skipped ahead 24 hours, but no blindness ensued. I again tested this three times, all three times the quest ended with eyesight intact. There was one change I noticed between the two versions (which may or may not be related). When the quest ends, Karliah is talking to the player in a small camp next to Snow Veil Sanctum. Once the conversation is finished, in 2.0.1a Karliah remains at the camp, but in 2.0.2 Karliah walks back into the sanctum. Could Karliah's re-entry into the sanctum be causing the visual effect to be re-applied? A dodgy quest stage trigger? This would seem to correlate with the time delay between the quest ending and the blindness setting in; it takes time for Karliah to walk to the end of the dungeon. (From memory, having played this quest 2+ years ago, Karliah is meant to remain at the camp and not go back into the sanctum, but I could be wrong). I noticed there were a couple of Karliah/Mercer references in the 2.0.2 patch notes, so I'm not sure if fixing one bug has caused another? I'm not very good at looking through the scripts I'm afraid. I can work around this issue easily enough by using 2.0.1a, but hopefully the above will let you track this issue down.
  21. Arthmoor

    Bug Tracker Update

    Tracdown has been updated, let us hope this cures at least some of the problems we've been having Fixed: Possible foreach error on issues AdminCP actionbar "There are no orphaned issues in this category" when deleting a category. Able to move orphaned issues to a category which doesn't exist Severities could be added when there were no categories Versions could be added when there were no categories Versions could not be viewed when there was no default category Issue Tags did not respect the IP.Board Minimum Tags and Required Tags settings. "Issue Options" doesn't update Versions / Severities when Category is changed. Removed Category change from this area and implemented a Move Category option under 'Issue Moderation' Moved blank to top of staff assignment list Stopped issue author (if staff) being automatically selected to be assigned to the issue on edit Issue comments are removed when issue is deleted Issue timeline is removed when issue is deleted. Added: Move Issue tool to replace the category changer on Add Issue / Edit Issue / Quick Edit.
  22. devilhacker

    CTD around riften

    happens whenever i go near riften (stable, gates). even fast travel didnt help. i already tried disabling any meshes and texture related mod (Flora overhaul, ench lightning fx, sexy rift) but still got ctd. my plugin list.
  23. Almost forgot about this one, which I was working on about two weeks ago before I became aware of some glitches that required another "quick look" at the weapon rack scripts ... http://www.afkmods.com/index.php?/files/file/794-lvlpredatorscript-fix/ It is well known that the LvlPredatorScript constantly prints errors on the log, which all are revolving around the script's trials to modify the enable state of enable-parented references. Without going into details, this script basically does nothing else than enabling or disabling individual predators, based on immersion and balancing considerations. Enable parents should take precedence, because they handle the appearance of predator animals at certain quest locations and in areas where military camps may be installed. Thus, just removing them was not an option, but this would have implied to live with the script not working or to remove it altogether, but that wasn't a satisfactory solution either. To solve this dilemma, I have modified the script and "inverted" the enable marker links of all affected predators. That is, the link from the enable markers to the predators have been removed and instead links from the predators to the enable markers installed. For this purpose, two new keywords had to be created (USKPPredatorEnableParent and USKPPredatorInverseEnableParent). The script has been enabled to check the status of the marker, so it knows in which enable state the predator would have been if it was still linked to it. If the marker state indicates that the predator should be disabled, this will take precedence and only if that's not the case, it will continue the considerations it was conceived for. In other words, the script will now handle the job of the enable markers. This has been running in the background during most of the time I spent on testing the weapon rack scripts and appears to work properly now. The errors on the log are completely gone.
  24. I found a bug (in original dragoborn Dlc) in which you could fix it, please. [bUG] [The Gardener of Men: The Secrets of the Skaal] [in the "skaal" village, when I give the book to the shaman he speaks with her daughter and going to the center of the village but he not read the black book and remains locked them in the middle without any that. ] thanks, and sorry for my bad english
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