Open TheGreatAuz opened 3 years ago
Not Bug Notes: These are a few things I've noticed that are NOT bugs, but rather redundancies or suggested alterations to a few things (mostly spells) usually for balancing reasons
The spell Shadow Weave from Triumverate is a much weaker version of Shroudwalk from Apocalypse, but they cost the same magicka and are both ritual spells, I'd recommend changing Shadow Weave to be not a ritual spell, and maybe reduce it's magicka cost by up to half
The Restore Cold spell from Survival Spells is great, but honestly feels much too easy to obtain, I'd recommend raising it's difficulty from Apprentice to Adept
Soul Cloak is currently the same difficulty as Soul Trap, but honestly it should be an Adept level spell rather than Apprentice
Drop Zone and Slowfall are currently the same difficulty and largely the same type of spell but Slowfall is infinitely more useful, I'd recommend raising it's difficulty to Adept
Scroll of Erase spell is unnecessary with Forget Spell
This last one is more of an opinion rather than a redundancy, but if at all possible I'd recommend changing the invisibility potions to not drain magicka, it seems strange that such potions actually only work as long as your magicka doesn't run out rather than the time on the potion. If that isn't possible it would be significantly better if all invisibility effects said in their description that they drain magicka (i.e. You gain invisibility for 32 seconds or until your magicka is drained)
There are three different objects that are called "Amber" in the Creation Club profile, one from Saints and Seducers, one from Legacy for the gemstone display, and one from Complete Crafting Overhaul Redux. I would humbly suggest renaming these objects to something like; Amber Ore for Saints and Seducers; Polished Amber for Legacy; and then leaving the one in Complete Crafting alone. This would give each item a distinct name and better differentiate what a person is getting in the Quick Loot menu.
In addition, from what I've seen all of the gems added by Complete Crafting Overhaul do not use the gem noise but rather the generic misc object noise when moving in and out of your inventory (I would understand if that were intentional for the "Rough" versions, but the ones that are equal to the vanilla gems and their "Perfect" variants should definitely be changed)
In the creation club profile several of the quests do not remain hidden as they should (I had three different ones at one time that all said "Wait for news from a courier") I know that this is more due to Bethesda's poorer implementation of these new quests, but if at all possible any quest that starts at that stage should be hidden until the letter is actually in the player's inventory (rather than on delivery because of the way the Skaald's Mail mod appears to be interacting with it)
The Blood Potions for Vampires do not properly feed a vampire in Survival Mode (the Vampire notifications show up but the hunger meter doesn't change at all) Additionally vampires can still alleviate hunger with regular food (which completely negates the need to feed on people) and still are affected by the cold weather which doesn't really make as much sense to me.
The Pride of Hirstang spell from the Creation Club is a functionally identical and more powerful version of the Summon Ursine Familiar (I believe that one is from Odin) they are the same approximate value, magicka cost, and spell difficulty. I would recommend removing the Summon Ursine Familiar from the Creation Club profile.
During a random encounter with Vigil associated bandits (at least one of the mob was a silver hand guy) I found a duplicate (and relatively ugly looking) copy of Arkay the Enemy on one of their bodies. I assume this is a missed record somewhere added from Vigilant.
This is small list of tiny little things I've noticed, none of them are game breaking or significantly detrimental just visual annoyances or little easy to fix in game minor issues.
Telekinesis Arrows Research Notes are inside of a pillar in Obscure's College of Winterhold
Recall to Clockwork Castle doesn't work in survival mode, additionally it is listed as an Alteration spell but the other recall spells are Conjuration
Minor lighting annoyances with a couple of Legacy added rooms, the Dev Aveza cabin is so dark I've had to use my lantern to see. And the Hall of Wonders is so bright that there are no shadows anywhere.
There are strange clumps of lanterns randomly popping up when entering outdoors worldspaces. (Edit: This issue also has diminished to the point of nonexistance in my current playthrough, I must assume it is something on my end.)
Casseia's Plea note from The Forgotten City doesn't properly get flagged as not a quest item after the quest has finished (also for some reason I have two of them)
The Ambient noise (crickets chirping and such) in Goldenglow and Pinewatch (and I assume some other places but these are the two I've noticed for sure) is way too loud.
Inigo follows you into some rooms added by mods that he then cannot get out of, the two I've noticed is when he entered the last room of The Forgotten City (The room with the Arbiter) and then wasn't properly teleported out with me, and when he followed me into Rains' Shelter added by Legacy of the Dragonborn
When first starting the game, the loading screen object flickers super fast for no discernable reason (Edit: This issue appears to have resolved itself, I would assume it was something on my end for some reason.)
Also giving several creation club armor helmets to at least some NPC's changes their voice, making it slower for some reason (I've noticed it mostly on Gorr from interesting NPC's but there have been times I've heard it from random bad guys wearing a Steel Soldier Helmet)
Edit 1: I've also noticed a few enemies have not been properly flagged as Undead most notably the Nightingale Sentinals and the Falmer Loremasters neither of which take Sun Damage
Edit 2: There is a spot where the cliff added by the Julianos Asylum mod that is pulled out from the ground allowing you to see under it where there is nothing
I have had issues with the boss fights at the end of Dawnguard, Dragonborn, and during the Trial of Trinimac from Legacy. In each instance, I had to do the fight multiple times to get the death to trigger properly and in the case of the Trial of Trinimac, it wouldn't advance the quest to the next stage even after his death. (if this is caused by script lag it is an issue that I haven't noticed in any other significant aspect of the game that I am aware of)
The spell Sacred Hearth added by Triumverate doesn't appear to work properly. When placing the hearth indoors it has glitched on me every single time (teleporting me in spirit form to the middle of Whiterun plains instead of my designated "Hearth") and when placed outdoors it has still had some less severe issues. If this spell can only work outside that that should be placed in the description and the appropriate limiter placed on the spell effect.
Defeating Ulfric during the Civil War Questline he was wearing unique armor items but did not have the "Stormlord Cuiress" which goes on display in the Museum.
During the Shattered Legacy quest from Legacy there is a stage where you are asked to go find the plaque of Wulfharth in Windhelm, that item was moved by Capital Windhelm but the new location was not used by Legacy (I had to go to the arrow floating in midair to get the key)
Despite being a Vampire I have received notifications of becoming diseased and disease progression in the Creation Club profile. I have to assume this is either from Survival Mode itself or possibly from one of the mods touching traps.
While in Sovngarde I had a few people who probably didn't belong, most notably several werebears and werewolves who definitely shouldn't be there.