Skyrim talk:Unbound/Archive 1
This is an archive of past Skyrim talk:Unbound discussions. Do not edit the contents of this page, except for maintenance such as updating links. |
Contents
- 1 Dragon is Alduin
- 2 Gap in the floor
- 3 Choosing a side
- 4 Cutting the Main Quest for free-roaming (the basics of an alternate-start mod)
- 5 Getting into bluespace
- 6 Unattached Horses
- 7 Leveling sneak
- 8 Vision
- 9 Moved bug from page (jumping guards)
- 10 gate of helgen
- 11 Alduin Moveless
- 12 Minor bug: gain a small amount of free sneak experience
- 13 Delayed Speaking
- 14 Moved note (storage)
- 15 Moved from article (no Alduin)
- 16 Alduin doesn't land
- 17 Explanation of bug - Wagon you start in doesn't stop. Horse keeps walking against wall.
- 18 Bethesda Software presents...
- 19 iron helmet
- 20 tcl glitch
- 21 Moved from article page (invincible Lokir)
- 22 Horses go bananas when starting main quest via console
- 23 Bug note under wrong quest?
- 24 End Punctuation of Captions
Dragon is Alduin
I saw a leaked video of the beginning of Skyrim (i.e this quest) and am fairly sure the dragon which appears is, in fact, Alduin. The dragon is dark black and has matching horns and snout. This would have significant implications for the storyline in Skyrim, so I would like to have further confirmation if possible. (220.239.105.147 00:00, 4 November 2011 (UTC))
- Or it could be a Jill, which look quite similar. As of now, we can't know. Best not to assume. --AKB Talk Cont Mail 00:01, 4 November 2011 (UTC)
Gap in the floor
I found a "bug" in this quest. I jumped on a cart of cabbages, the first you run into, and fell through the floor into a part further in the level. I had to 'backtrack' the whole way, facing all enemies on my own, to meet with the npc (forgot his name) that helps you through the level. Only then was I able to continue the level. --Ijiero 19:57, 11 November 2011 (UTC)
- Also found a bug. Right after Alduin attacks, I rushed into the tower after Ralof but then proceeded to run up the stairs right after I entered. Alduin broke through the wall and I stood right in front of him, and then he kept doing an animation like he was trying to do the "Yol Shul" dragon shout but no fire came out, I backed up and he still kept repeating the animation, I was completely unable to continue and I had to revert to the earlier autosave.
- Hadvar only lead me to the exit properly on my first play. After a severe but likely unrelated bug(the game would not save at all), I started a new game, but this time he did not advance through the level as before.--74.77.139.0 19:55, 12 November 2011 (UTC)
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- Not sure whether or not this is similar to the previous comment, since there is insufficient detail, but I've played through this section without needing to fight anything other than the spiders and bear, and with no contact with Hadvar between entering the keep and leaving the cave, at which point he magically appeared. I ran into the tower the minute the dragon appeared but had no conversation with the Stormcloaks at that point (probably because I missed an on-screen hint and therefore was trying to use space to talk, rather than E), so I'm guessing that that is where things were broken. I followed Hadvar into the keep, where he left me to my own devices. When I explored there was one locked gate that required a key. Down in the dungeon, there were two Stormcloak soldiers, the torturer and the assistant all happily coexisting, with all bar the torturer happy to follow me into the caves. I suspect that I've ended up with far less equipment and experience than I would have received had I completed things normally, since I was unable to complete the 'Find the equipment' part of the quest because the area it was flagging was inaccessible (presumably because pre-scripted events had not played out as they should). All strange enough that I've come here looking for clues as to what might have gone wrong, only to find that things should have played out in a rather more complicated fashion --CessPitts 08:31, 15 November 2011 (UTC)
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- Confirming. Just happened to me. Ralof stays at the top of the keep and does not follow me down the stairs. Torturer is down there with the stormcloaks. --85.131.79.92 18:38, 10 March 2012 (UTC)
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Choosing a side
I think it's important to know whether the choice to either follow Ralof or Hadvard into the keep has any long-term effects on the players later affiliation with either the Imperials or Stormcloaks. Anyone has tested/can confirm ? I'm not this far into the story. It seems at least that it has the initial effect of the chosen escort directing the player to either join the rebellion or the legion. Does this significantly improve or act detrimentally to the process of affiliation with either side or have any other consequence ? Might need to be stressed more heavily on the quest page if the choice has importance.Gurney
- As far as I understand, no. But it can affect minor dialogue down the road if/when you choose to join one of the sides (Hadvar recognizing you on a later quest if you escaped with him, etc.). --Darth NANAME 04:23, 3 December 2011 (UTC)
Cutting the Main Quest for free-roaming (the basics of an alternate-start mod)
Just prior to getting your head lopped off, you can coc riverwood followed by setplayeraidriven 0 and epc to basically enable free-roaming. The only issue is that when you ready weapons, your hands are invisible. Does anyone know if there's a spell/effect/variable I can disable/enable to show the hands, or how I could go about finding it? 123.211.229.172 10:55, 20 November 2011 (UTC)
- Why even do this? Once you've finished Unbound, you're in free roam mode anyway. You're completely free to ignore the main quest and do anything you want. So why glitch game using unnecessary console commands, and risk having unexpected game-breaking problems crop up after hours of game play? Not to mention, permanently locking yourself out of the main quest if you ever later decide that you'd actually like to kill a dragon. --NepheleTalk 17:36, 20 November 2011 (UTC)
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- Why do you think? It's for an alt-start mod. 124.187.34.5 02:32, 21 November 2011 (UTC)
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- I made a free roam, live off the wild type character. Sorta like being a forsworn, and was able to bypass the main quest,I think. Right after leaving the tutorial and entering skyrim I just sprinted away from Ralof and no quest was given at all. (I ran even before the dragon flew overhead). I then used items i found in the wild and forges in dungeons. Its kinda fun, no need for gold or cities even. harder to play though without using merchants. My rule was not to enter in any large cities and no merchants. Quests only from those found in the wild. There are a few followers you can get in dungeons too! The dragons don't spawn however. eventually I did part of the main quests to get shouts and dragons going. Amazing what is out there! sleeping bags, followers, even enchanting tables in dungeons.
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Getting into bluespace
At the end of the Helgen cave, just past the Bear, there is one of many skylights blocked by dead trees. With some careful jumping you can make your way up the trees and leave the level. 178.183.245.220 21:21, 5 December 2011 (UTC)
- Confirmed~ By climbing the logs of wood(stacked one atop another facing opposite directions) it is indeed possible to come out from the blue place.
- However,as this was never intended to happen, the landscape is broken in parts and the background is all blue.If you try to walk into them you'll reach somewhere randomly in the cave/keep, presumable walking through the walls... 117.194.32.120 21:56, 31 March 2012 (UTC) anonymous
Unattached Horses
I had it start a new game with the horses not attached to the cart, and everyone standing around out of the carts at the top of the hill causing the opening to not progess to Helgen. Had to quit back to menu and start new game again to fix. Lord Eydvar 02:35, 21 December 2011 (UTC)
- I had something similar happen - everyone in the cart was silent for the entire cart ride, and then all of a sudden we were all standing next to the cart unable to move, and everyone was just staring at me. Very creepy bug lol restarting fixed it (Xbox 360) 99.236.27.145 07:31, 30 December 2011 (UTC)
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- If your on a pc then your collision is off. Start a new game then console command TCL to switch it on. — Unsigned comment by 198.28.57.163 (talk) at 20:25 on 1 September 2012
Leveling sneak
After you jump from the tower and the kid is saved up until the moment Hadvar says "Stay close to the wall" Alduin will be just flying around in circles. This is as far as I'm aware the earliest possible moment to gain experience just by sneaking(move around a bit to keep the eye semi-open, as you get more Sneak XP that way). I like to get a single level up here myself so I can get into the Keep with Novice Destruction as it helps so much early on. 178.183.217.162 12:05, 21 December 2011 (UTC)
Vision
I was wondering y is your vision all wierd whenever u go by fire and sometimes frost. Will it be cleared? Cause it realy bothers me.Skeepa 21:17, 21 December 2011 (UTC)
That's...not a bug. Unless you count your vision adjusting in real-life a bug too. It's a great part of the immersion engine. I'm sure someone will make a mod that gets rid of it at some point if it really bothers you. Dralen 00:43, 22 December 2011 (UTC)
My vision is just fine in real life probably as best as could be since im only 13...but i was just wondering if i can get rid of the vision where when you go by fire frost ect. would go away considering at times i get black outs when fighting by fire or in bright light but, im guessing that you cant get rid of it ill look into some mods.
Moved bug from page (jumping guards)
- Another, apparently rare glitch may also happen enroute to the execution grounds before you enter the gates. On the downhill stretch, a guard riding the horse behind the last wagon will 'jump over' your wagon, but land among the prisoners in the first wagon. His horse knocks them out to the ground, but no harm is done since they all get up and meekly follow the lit' convoy and take their places where the character script wants them, just in time for the roll call. Oh yeah, the horse and rider stay in the wagon but will dismount once it comes to a halt inside the village.
Has this been checked, because this seems like a one of bug to me. JackTurbo95 21:52, 25 December 2011 (UTC)
gate of helgen
has anyone had this happen and is there anyway to fix it without going to the main menu. it was funny at first but after 3 minutes of sitting there there i got bored of it. cn omeone tell me what to do if it happenes again Oblivionfreak99 13:34, 1 January 2012 (UTC)
Alduin Moveless
I played a few times through the intro, since I wanted the figure any more hints why Alduin attacks Helgen that day. On one of my plays, at the moment where you have to decide between Ralof or Hadvar he just sits there, not fighting anymore getting hit. But spite one sentence in dragon tongue which i dont understand not speaks also. You can walk to him, face to face him, do anything, he won't move or fight anymore. Not a hard bug anyway, since you should be moving with Alduin/Helgen. 81.217.14.229 18:42, 8 January 2012 (UTC)
Minor bug: gain a small amount of free sneak experience
I have OCD so when I checked my skills menu after having Ralof remove my bindings I was annoyed to find that I had a small amount of experience in sneak. Why? I haven't used sneak at all.
I ran through the intro sequence a couple dozen times and used *epc* to determine that the experience is added the moment you enter the Helgen Keep. I use epc to check my skills right before entering and I had 0 sneak experience, and then checked again as soon as I entered Helgen Keep and I had a small amount. I saved right before entering the door and tried it several times. It seems to have about 7 times out of 10. It can happen when entering through Hadvar's door as well, but seems to be less common, at least for me.
I know most people won't care about this but if you have OCD, save before entering the keep, and you can eventually avoid the experience like I did.
Delayed Speaking
Ive started a new game, this time playing off the disc instead of hdd. I noticed that the beginning carriage ride is bugged. When Ralof tells me to look at the thief, it takes about 40 seconds for him to speak, delaying the whole intro. Just to check, i restarted a couple more times and same thing happened. Is this lag? Will it be present in the rest of the game? I have no room on hdd anymore and disc is my only option. Wherever else i ask this i either dont get responded to or im told to restart
Moved note (storage)
- Storage: With all the loot you will be overburdened if you grab everything. In the tortures room there is a knapsack on a table. It appears to be a safe storage point. Be aware, if you wait too long to recover anything left here you will have to fight or sneak your way in. If you need to go back to the knapsack and drop more stuff, whoever you are following will wait for you.
In my opinion, I do not think that this is very notable on the article, because if it was, then we'd have to note every single container, wouldn't we? Jack
- I agree, I added that early after the game release after a bit of testing to be sure of the dynamics. The talk page is a better place for this. Thanks for taking care of that. Philbert 03:53, 1 March 2012 (UTC)
Moved from article (no Alduin)
"An extremely rare bug causes Alduin to never show up, which let's the executioner finish chopping your head off, this can be fixed by reloading the game. 21:16, 173.224.184.229 16 June 2012"
Can anybody verify that this can ever occur? --Xyzzy 06:19, 17 June 2012 (UTC)
- Doesn't even sound possible to me they would have to have that animation scripted in-game wouldn't they? — Unsigned comment by 70.119.230.173 (talk) at 23:57 on 5 August 2012
Alduin doesn't land
I just started a new charater and everything. When I was at the block, Alduin kept flying in circles and that prevented the executioner from raising his axe. I researched the problem and fixed it. Now I can't progress after Alduin attacks. When Ralof calls you to follow him to the tower, I begin to sprint and the games just freezes. I decided the next time not to sprint to the tower. I got all the way to the top of the tower and when to walk off into the inn. When I landed in the inn, the game froze again. Also, I'm playing on the Xbox 360. Any suggestions? — Unsigned comment by 184.147.198.109 (talk) at 21:23 on 1 July 2012
- Seeing as you haven't got very far, delete that save and try a new one. If not it may be data corruption on the hard disk, if you have it installed, delete that and reinstall. The Silencer speaksTalk 20:32, 1 July 2012 (UTC)
Explanation of bug - Wagon you start in doesn't stop. Horse keeps walking against wall.
This happened when:
- Ran the game on 1.6ghx dual core processor, 2gb memory. Happened 50% of the time when upgraded to 4gb memory.
- Ran the game on 2.6ghz dual core processor, 1gb memory. Happened occasionally when upgraded to 2gb memory. Stopped happening at 4gb memory upgrade.
- Ran the game on 3.0ghz single core processor, 4gb DDR2 memory
- Ran the game on 2.6ghz dual core processor with 4gb memory and MS Office and Photoshop idle in the background. Game runs perfectly when those programs are closed.
Sniffles 07:25, 11 July 2012 (UTC)
Bethesda Software presents...
Hello everyone, how's it hangin? Anyway, I am restarting, and it says, 'Bethesda Software...' a short pause, '...presents' (or summat like that) and presents hangs there for about...uhh...well ten minutes from counting now. Any tips of how to move on? — Unsigned comment by 86.145.155.231 (talk) at 20:00 on 22 July 2012
- That's probably a regular issue with Skyrim pausing, not specific to the time. Are you on PC? if so, do you have any mods? Regardless of platform, does restarting the game fix it? Vely►t►e 20:46, 22 July 2012 (UTC)
iron helmet
where is the iron helmetShadow 23:49, 30 August 2012 (UTC)
- Where the bear is, there is a cart with a coinpurse inside of it. The helmet is right next to the cart along with a bottle of Black-Briar Mead. I hope this helps!--Skyrimplayer 00:48, 31 August 2012 (UTC)
tcl glitch
I went into an old save on PC, and put tcl into the console. Next i started a new game and the horses didnt move so i was stuck on the top of a mountain! But when i toggled tcl off, the dialog and what was actually happening was out of sync, meaning the gate to helgen closed before our cart could get in, so i was stuck while Ralof wouldn't shut up about his moemories of helgen! Has anyone ever done that? — Unsigned comment by 124.179.246.186 (talk) at 04:00 on 31 August 2012
- No, but messing around with console commands can cause all kinds of unintended effects. --XyzzyTalk 13:29, 31 August 2012 (UTC)
Moved from article page (invincible Lokir)
- I have been having MOD issues and Lokir will not die, setting the mq101 stage to 75 initiates the select race menu the normal console command does not work, nor does any console command to kill Lokir), setting the stage to 130 makes Alduin attack, setting the stage to 150 releases the bonds on the prisoners, except Ralof, and the stormcloaks and imperials fight it out, Ulfric gets killed and you have to reload, because the console commands will not resurrect him. please test this scenario and see if you can repeat these quest stage incidents. If these can be duplicated by someone, they need to be added to the chart. -208.104.55.2 03:08, 8 September 2012 (EDC)
- Sorry but this is not the proper place to discuss random console commands. CapnZapp (talk) 20:18, 8 December 2012 (GMT)
Horses go bananas when starting main quest via console
To start an alternate beginning, I followed the instructions given here:
http://uesp.net/wiki/Skyrim:Console#Example_for_using_a_Batch_File_to_create_an_alternative_start
However, after having trained some skills I wanted to start the main quest typing "setstage MQ101 0" in the console. The game starts at its very beginning, but at some point, the horse(s) instantly make(s) a 90° turn and walk(s) against a wall beside the road.
Starting the story via main menu, everything's fine. I know - Why trying to manually force an alternate start when there's mods for doing the job. But I've achieved quiet enough that I'd like to keep it ... if possible.
I do not know, if this belongs here, since it seems to be a bug, but the situation is pretty unconventional.
Did anyone else have such an experience? Is there any way to rescue my success, if it should not be possible to start the main quest properly? — Unsigned comment by 141.30.213.63 (talk) at 22:42 on 5 October 2012
- Sorry but 1) this has nothing to do with the article, 2) fixing consequences from entering random console commands is probably way out of anybody's support range and 3) you would be much better served by asking your question at the page where you got that instruction. Or even better, use a alternate start mod instead: then you could ask that mod's creator (assuming your error would repeat itself). Cheers CapnZapp (talk) 20:16, 8 December 2012 (GMT)
Bug note under wrong quest?
"If you follow Hadvar/Ralof into the keep, when you escape Helgen later, rather than going with you to Riverwood, he may deviate towards Embershard Mine instead of the Guardian Stones, and not move. This will also cause Sven and Hilde's dialogue to never play."
This sounds like something that should be placed under the next quest, after exiting the Helgen dungeon and when you're quested to go visit Riverwood: except for the very first part "follow into the keep" it doesn't have anything to do with the events of this quest (which stops as soon as you're done with Helgen and the keep dungeon).
The first question then becomes: does the bug really depend on you following H/R into the keep? And what does "follow" mean? Does this imply that if you race ahead of H/R the bug does not manifest? Or, as I suspect, is the bug independent of however you enter the keep, and the bit can simply be stricken (making it obvious the bug should be moved elsewhere)...?
CapnZapp (talk) 20:12, 8 December 2012 (GMT)
End Punctuation of Captions
Not to quibble over the trivial, but just to ... quibble over the trivial: I think that the captions "Welcome to Skyrim" and "Alduin attacks with a Fire Shout" need end punctuation as they are sentences. I don't know if they are good captions, so I suggest re-wording them or reinserting the punctuation. --JR (talk) 05:50, 9 December 2012 (GMT)
- Tweaked the wording so they don't need punctuation. Hope this is satisfactory. — ABCface◥ 05:33, 11 December 2012 (GMT)
- Hi ABCface. I think I changed them (or some of them) back inadvertently because I have multiple versions stashed everywhere and I forgot about your note above. I see this issue as currently set for further discussion and eventually some kind of decision. Meanwhile, I don't care too much about captions and punctuation, but I personally have a bias toward the standard correct grammar until there's a consensus. I'm planning to go ahead an punctuate captions as I see fit for now, but I won't (intentionally!) change what anyone else does, nor (intentionally) revert what anyone does with "mine". As much as I really do appreciate your effort to solve the issue, I do think trying to make every caption a sentence fragment is not an effective approach, just as I wouldn't refrain from writing "Iron Sword"/"iron sword" or "Fireball"/"fireball" because there is not yet a clear consensus on how we want to capitalize such. --JR (talk) 08:20, 17 December 2012 (GMT)
- I didn't notice this reply until just now, but I'll note that you didn't revert my changes at all. As for whether or not this is an effective approach, this is something I've done anywhere I notice it for a long time, even before this topic came under discussion. I'll probably continue to do so until any sort of consensus is made, simply because it still fits with the grammar rules I follow- full sentences merit punctuation, while fragments do not. If consensus ends up deciding that this isn't the way to go, we can change it down the road in accordance with any policies which would be made. — ABCface◥ 05:46, 18 December 2012 (GMT)
- Ha. I guess I was looking at a different version I had in a sandbox, or maybe open in my browser and hadn't saved. And I honestly don't know what I was saying about this or that being an efficient approach or not. I think I was half asleep. We'll manage fine until we reach a consensus, which I think won't be that hard or far off time-wise. I think capitalization may be tougher. It's all worth the effort I think.--JR (talk) 12:50, 18 December 2012 (GMT)
- I didn't notice this reply until just now, but I'll note that you didn't revert my changes at all. As for whether or not this is an effective approach, this is something I've done anywhere I notice it for a long time, even before this topic came under discussion. I'll probably continue to do so until any sort of consensus is made, simply because it still fits with the grammar rules I follow- full sentences merit punctuation, while fragments do not. If consensus ends up deciding that this isn't the way to go, we can change it down the road in accordance with any policies which would be made. — ABCface◥ 05:46, 18 December 2012 (GMT)
- Hi ABCface. I think I changed them (or some of them) back inadvertently because I have multiple versions stashed everywhere and I forgot about your note above. I see this issue as currently set for further discussion and eventually some kind of decision. Meanwhile, I don't care too much about captions and punctuation, but I personally have a bias toward the standard correct grammar until there's a consensus. I'm planning to go ahead an punctuate captions as I see fit for now, but I won't (intentionally!) change what anyone else does, nor (intentionally) revert what anyone does with "mine". As much as I really do appreciate your effort to solve the issue, I do think trying to make every caption a sentence fragment is not an effective approach, just as I wouldn't refrain from writing "Iron Sword"/"iron sword" or "Fireball"/"fireball" because there is not yet a clear consensus on how we want to capitalize such. --JR (talk) 08:20, 17 December 2012 (GMT)
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