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#691
vicledovaking

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Hello !

I'm convinced that i finally tracked down a bug that ruined 2-3 new characters for me because of frustration o;

When you put your very first point at Speechcraft - that is the Linguist perk, it has a really weird second effect : shrines' buffs ( which last 7 real hours) just disappear at game load !

You can then activate them again, but if you save - load, poof, disappeared again


Edited by vicledovaking, 24 November 2014 - 02:30 AM.


#692
SKuLLDuDE4000

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So while playing I noticed that the maul (added by this I think) does only 9 damage but most weapons I find do atleast 18+ damage is there something else I should get or is that how it should be?

#693
DraftyDesert277

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2 handed blade weapons (as much as I've tested) do not drain stamina on regular attacks. They DO drain stamina on power attacks. I am not sure if this is intentional, but I would think swinging a bastard sword or greatsword (even with two hands) would require some stamina. It feels like I'm cheating!

T3nd0, is this intentional?

#694
fff_xcom

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Damage for giant clubs? making weak giants..

I shot a couple of arrows at the giants at Sekundas Kiss outside whiterun near watchtower to make them follow me.
Now a single guard killed the giants at watchtower! Low damage from giants.
Normally the giants kill the watchtower guards + guards at gate of whiterun.
I can loot the guards stuff + whiterun key and sell stuff.
Free entrance to whiterun. No stupid persuasion check.

There are 3 versions of giant clubs in skyrim.esm. (5,40,60 damage)
All PerMa giant clubs in PatchusMaximus.esp has 10 damage when checked with TES5.

Since it's twohanded weapons damage should probably been 10,80,120 converted.
Maybe the skyproc patcher can't handle same names and only uses one of them (the 10)?
I used mfg_console and checked the giant bodies. All Clubs has 10 damage.

All other weapons I seen for me/shops seems to have same values as in the youtube video
by raulfin "PerMa Compatibility and PaMa Patches (PCaPP)".

EDIT: Checked how I had it in my Requiem-MO profile. Requiem overrides all and has changed the 3 different values to same maxed value. Thus Requiem's skyproc patcher avoids the issue.
Adding checks with formid or so could probably break things with other weapons/armor or how it works.

Edited by fff_xcom, 24 November 2014 - 12:50 PM.


#695
chorvah456

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I keep getting Brawls bug (brawls not starting after dialogue). I did a couple of rounds trying to troubleshoot the problem but to no avail. The only solution I have is to move the NPC into an exterior cell, that's the only solution I have. I know this maybe a minor bug as you may only have to brawl less than 5 times in your entire playthrough but still a bug is a bug and needs fixing :(

#696
chorvah456

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In response to post #20298179.

If your using a 32bit system, do the following steps:
1. Go to C:\Steam\SteamApps\common\skyrim\Data\SkyProc Patchers\T3nd0_PatchusMaximus.
2. Right-click the "Debug-MoreHeapspace.bat" then "Edit"
3. Change "Xmx2048m" to Xmx1024", then "Save"
4. Now run the patcher via "Debug-MoreHeapspace.bat" (Double-click)
5. Now patch.

#697
Crysyn

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I am using PerMa and have patched everything up just fine... But the creatures that I summon from wayfarer seem to love to attack all the local wildlife.. And when I went into Riverwood, loved to attack the freaking Chicken... which we all know is off limits in that town... It did not drag me into combat but I am wondering if there is an issue with PerMa and SkyTest in the AI of the summoned pets.

Makes it kind of hard to walk around anywhere with a pet..... Yeah.... :D

#698
chorvah456

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In response to post #20291709. #20296914 is also a reply to the same post.

Maybe its because there is still an existing zombie from your "Mark of Decay" spell. This problem exists with SkyRe also, try checking it via the Active spells menu. The problem is when moving to another cell the zombie gets stucked by the loading screen. Try using the console command "player.dispelallspells".

#699
chorvah456

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In response to post #20313414.

Well obviously PerMa pets are just vanilla type creatures just with the added AI to follow the player and attack the player's enemies. When SkyTest comes into the picture this will overlap with the PerMa pet AI. So the outcome is a creature which follows the player around and still act like an animal.
PET: Ohhhh...I should keep following this guy so that I can go into villages and get chickens for lunch :D

#700
chorvah456

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In response to post #20290314.

I have a question, is CCO 1.3.2 and CCOR the same or are they different. Because there is an existing PaMa patch which covers CCOR. I use CCOR alongside CCF and WAF with no problem thus far (except a minor brawl bug that I get).




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