Bugs/issues I've encountered during my play-through
Posted: Thu May 11, 2023 8:41 pm
Yesterday I've completed Daggerfalls main quest and now I want to list the bugs/issues I have encounter under Daggerfall Unity 0.14.5, as far as I can remember.
First some overview how thoroughly I've played the game:
-character at level 30 (the maximum I could get with my setup)
-about 160 dungeon crawls
-2.809.000 gold pieces at the end of the main quest accumulated (not counting the fortune I've spent on self-made magical items)
-Archmage of the Mages Guild
-Master of the Fighters Guild
-Paladin of the Order of the Scarab (+house in Morahada (Totambu))
-Patriarch of the Temple of Stendarr
-Artifacts:
Auriel's Shield
Necromancer's Amulet
-Daedric Artifacts:
Azura's Star
Ebony Mail
The Masque of Clavicus
The Sanguine Rose
The Skull of Corruption
Bugs encountered during my play-through with DF-Unity v0.14.5
-Teleportation issue
When it is raining/snowing outside and the player's character is teleported from an interior to a dungeon via "teleport pc" command, it will also rain/snow inside the dungeon. If I recall correctly, this issue is also present in the original game. I don't know if this will also happen when the player uses the teleport spell on his own since I've never tested this.
-Another issue regarding teleportation
When the player sets an anchor inside a dungeon and he teleports back to this anchor from outside the dungeon, the player will fall through the ground when he exits the dungeon via the entrance/exit.
To avoid this, the game must be saved after teleportation and exited. After re-loading the save, the player can leave the dungeon without falling through the ground.
-Issue with the light spell
The candle hovering in front of the player, as long as the spell is active, has a collision-box, therefore ranged spells can not be used since they will collide with the collision-box, unless the target is rather far away from the center of the screen. This seems to work in two-directions though, acting as some sort of shield to prevent the player from being hit by ranged spells from enemies.
Archery does work fine with the light spell enabled through.
-Issue with dual-equipping bow and one-handed weapon in right hand
After a save game has been reloaded, the right handed weapon will look like a deformed bow, switching the current weapon to bow and back to the one-handed weapon fixes this though, and the weapon will look normally again.
-Issue with bound souls
If the player has only one, or more, soul gems filled with the same kind of monster in his inventory e.g. a lich, no advantages/disadvantages will be applied to the enchanted item, just the enchanting point bonus.
If the player has at least two different kinds of bound souls in his inventory, then everything works normally, advantages/disadvantages and enchanting point bonus are applied to the enchanted item.
-Issue with the quest "The Artifact" (B0B71Y03)
The child's face is not dropped at all until the quest is completed, probably related to this issue viewtopic.php?t=6257
-Issue with the quest-engine in general
It seems the quest engine always creates quest npcs at the current location. A very good example is quest A0C01Y13. It creates all npcs including their origin locations in the current town.
So you have four quest locations (the sister's house, the lover's house (the house where the quest-engine created him), the house the lover wants to be escorted to and the house of the quest giver) in the current town, but only two of these locations are hidden from the start. So you can ask for the remaining two locations, which aren't even quest related by the way, from the start of the quest, which is pretty confusing and illogical.
From my experience with the original game, the quest-engine creates npcs mostly at far away locations and not at the player's current location. Therefore it is not possible for these locations to show up in the dialog menu unless the player is accidentally at the same town these locations are.
-Repair effect issue(?)
Equipped magic items with the repair effect aren't used up and I'm pretty sure in the original game they are, unless you have at least two of them equipped and are using the "magicrepair 1" flag, so they can repair each other.
-Durability of magic armors/weapons
All magic armors/weapons have a starting health of 1500, but in the original game, the better the material, the more durability the armor/weapon has. Only non-armors/non-weapons, iron armors/weapons and artifacts have 1500 points, but Daedric armors/weapons have 12000 points.
First some overview how thoroughly I've played the game:
-character at level 30 (the maximum I could get with my setup)
-about 160 dungeon crawls
-2.809.000 gold pieces at the end of the main quest accumulated (not counting the fortune I've spent on self-made magical items)
-Archmage of the Mages Guild
-Master of the Fighters Guild
-Paladin of the Order of the Scarab (+house in Morahada (Totambu))
-Patriarch of the Temple of Stendarr
-Artifacts:
Auriel's Shield
Necromancer's Amulet
-Daedric Artifacts:
Azura's Star
Ebony Mail
The Masque of Clavicus
The Sanguine Rose
The Skull of Corruption
Bugs encountered during my play-through with DF-Unity v0.14.5
-Teleportation issue
When it is raining/snowing outside and the player's character is teleported from an interior to a dungeon via "teleport pc" command, it will also rain/snow inside the dungeon. If I recall correctly, this issue is also present in the original game. I don't know if this will also happen when the player uses the teleport spell on his own since I've never tested this.
-Another issue regarding teleportation
When the player sets an anchor inside a dungeon and he teleports back to this anchor from outside the dungeon, the player will fall through the ground when he exits the dungeon via the entrance/exit.
To avoid this, the game must be saved after teleportation and exited. After re-loading the save, the player can leave the dungeon without falling through the ground.
-Issue with the light spell
The candle hovering in front of the player, as long as the spell is active, has a collision-box, therefore ranged spells can not be used since they will collide with the collision-box, unless the target is rather far away from the center of the screen. This seems to work in two-directions though, acting as some sort of shield to prevent the player from being hit by ranged spells from enemies.
Archery does work fine with the light spell enabled through.
-Issue with dual-equipping bow and one-handed weapon in right hand
After a save game has been reloaded, the right handed weapon will look like a deformed bow, switching the current weapon to bow and back to the one-handed weapon fixes this though, and the weapon will look normally again.
-Issue with bound souls
If the player has only one, or more, soul gems filled with the same kind of monster in his inventory e.g. a lich, no advantages/disadvantages will be applied to the enchanted item, just the enchanting point bonus.
If the player has at least two different kinds of bound souls in his inventory, then everything works normally, advantages/disadvantages and enchanting point bonus are applied to the enchanted item.
-Issue with the quest "The Artifact" (B0B71Y03)
The child's face is not dropped at all until the quest is completed, probably related to this issue viewtopic.php?t=6257
-Issue with the quest-engine in general
It seems the quest engine always creates quest npcs at the current location. A very good example is quest A0C01Y13. It creates all npcs including their origin locations in the current town.
So you have four quest locations (the sister's house, the lover's house (the house where the quest-engine created him), the house the lover wants to be escorted to and the house of the quest giver) in the current town, but only two of these locations are hidden from the start. So you can ask for the remaining two locations, which aren't even quest related by the way, from the start of the quest, which is pretty confusing and illogical.
From my experience with the original game, the quest-engine creates npcs mostly at far away locations and not at the player's current location. Therefore it is not possible for these locations to show up in the dialog menu unless the player is accidentally at the same town these locations are.
-Repair effect issue(?)
Equipped magic items with the repair effect aren't used up and I'm pretty sure in the original game they are, unless you have at least two of them equipped and are using the "magicrepair 1" flag, so they can repair each other.
-Durability of magic armors/weapons
All magic armors/weapons have a starting health of 1500, but in the original game, the better the material, the more durability the armor/weapon has. Only non-armors/non-weapons, iron armors/weapons and artifacts have 1500 points, but Daedric armors/weapons have 12000 points.