Morrowind talk:Glitches

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Archive 1: February 2007 - September 2011

Skills and attributes screen disappeared.[edit]

My character's in game skills and attributes screen has vanished. I don't know how. The map and inventory are still there. Is there any way to correct this without starting a new game? I only want to do that as a last resort because my character's doing really well, level 5 and already full glass w/ tower shield, deadric katana, and deadric bow. :— Unsigned comment by (talk) at 21:57 on 5 October 2011

You probably double-clicked on them, and they went into hiding. Try clicking on your health/magicka/fatigue bar in the southwest corner of your screen. Talk Wolok gro-Barok Contributions 22:03, 5 October 2011 (UTC)
Thanks, i fixed it :)— Unsigned comment by (talk) at 22:10 on 5 October 2011
Good to hear, have fun playing! Talk Wolok gro-Barok Contributions 22:13, 5 October 2011 (UTC)

I've been thinking[edit]

since this page only covers general bugs, and not the quest specific bugs, should there should be a page that catalogues all of the bugged quests? if no one opposes this, I'll start putting one together sometime today. --Halfstache 18:28, 5 November 2011 (UTC)

I don't think that is necessary. All the bugs can be found at their respective quest pages, and that should be enough coverage. The quest pages will also be the first place where people will look for information. Furthermore, most bugs are far too minor to get a mention anywhere else except their quest pages. Wolok gro-Barok 18:58, 5 November 2011 (UTC)
I disagree. If the bug is only listed on the quest page, then the only way to know if there is a bug is either to find out the hard way by experiencing it, or to read all of the quest pages but then you get spoilers too. Wouldn't it be nice to have a single page listing all known quest bugs, with minimum spoilers, so people who want to avoid bugs can do it? I think Halfstache has the right idea. --Acerac 14:41, 14 November 2012 (UTC)
I agree that most people dealing with a quest bug will search for it under the quest. However, some of the quest bugs are such that one needs to compensate for them before beginning the quest. I don't assume that many people would think to search for quest bugs before beginning their quests, but I think they should have the option. Downstrike (talk) 18:24, 6 February 2013 (GMT)

loot bag issue[edit]

Im on goty xbox 360 and i set some things down and then the loot bag appeared latter and my ebony pauldrens got stuck underneath it, please help, i need it

Not sure if this will work, but can you see it? If so, try to take it. Don't play me. (talk) 11:28, 10 April 2015 (GMT)

Blank Scrolls[edit]

So i have morrowind on my windows 7 but after accidently patching it, all scrolls in game are blank and dont show the take or cloase option but if i click in the general area of the take or claose buttun it takes it or claoses it. if i read them from my inventory however, it stays on the screen and i cant close them or my inventory. enven installing bloodmoon doesnt change it. does anyone else have this problem and if so how can i fix it? — Unsigned comment by (talk) at 13:59 on 6 May 2012

Did you install Tribunal before Bloodmoon? If you didn't, that's been known to cause problems.
What patch did you use? If it was patch 1.2.xxxx (where xxxx can vary), then you may have picked up the French patch, or you may have gotten a patch that required you not to have Tribunal installed (I don't know if you do or don't). If it was 1.4.1313, then that requires Tribunal, which could be a problem if you didn't have Tribunal. If it was 1.6.1820, that patches Bloodmoon, and should be installed after installing Bloodmoon.
Are you running any mods?
For fixes, you could try installing the Morrowind Code Patch. You could also use Wrye Mash to clean your savegame. A complete reinstall of the base Morrowind game should definitely fix it; you can try creating a backup of your saves if you have enough progress on them to want to keep them, but I can't guarantee that the saves will function correctly without the patch. Vely►Talk►Email 15:50, 29 May 2012 (UTC)

Regarding "Moving NPCs"[edit]

Moving Erranil without using the quotes and the 00000000 worked for me (Bloodmoon + latest patch + UMP). Anyway, the quotes are not necessary because there are no spaces in the object name.

When I tried to use the first form of the fix, it did not work. When I used it on myself (player->position ...) it teleported me somewhere near Shallit. — Unsigned comment by (talk) at 02:55 on May 31, 2012

Will fix that, thanks for telling us! Vely►Talk►Email 16:33, 31 May 2012 (UTC)

Encumbrance From No Items[edit]

While I was on the quest to do the 7 pilgrimages to join the temple awhile after I did the pilgrimage to the shrine in the fields of kummu I noticed I had a higher encumbrance level when the feather effect from the shrine disappeared than I did before the shrine blessed me with the effect, and I hadn't picked up any items since then. I think the glitch is related to the feather effect rather than the shrine or quest itself. Has anyone else had this problem with feather or the shrine? I find it very annoying to have my carry amount limited so much by weight that should not be there. I made sure to remove all my items so I would have zero encumbrance normally but the weight is still there. --Jpw1997 23:10, 6 August 2012 (UTC)

See Morrowind:Feather#Bugs Salamangkero 01:14, 7 August 2012 (UTC)

Concerning the Right Fist of Randagulf Gauntlet and gaining strength with Corprus.[edit]

I found the Fists of Randagulf, as many may have. It has a constant effect fortify strength 20 points when equipped. Now, my character is at maximum strength, which is 500. When I equip the item, my strength moves to 600, and NOT 520, which it should do (even though, I must admit that it comes in handy). Also, when I had corprus disease, I rested for twenty-four hours, which increases strength ten points every time one does it. I eventually got up to 800 strength, and thought I was good. But, now I'm back at five-hundred (or six-hundred, when I put on the Fists of Randagulf) and have no clue why I'm there when I thought that the increase was permanent. My neighbor, who plays this game rather frequently, did not suffer the same unlucky decrease, and her character's strength is over 1,000. Is it possible that glitches differ from disc to disc? 04:33, 12 August 2012 (UTC)

Glitches cannot help but differ from version to version and edition to edition, as the programmers fix various glitches and introduce new ones. Downstrike (talk) 20:07, 7 February 2013 (GMT)
[User:Whicks] sounds like he's confusing carrying capacity with strength. Also sounds like he ran into a bonewalker. — Unsigned comment by Whicks (talkcontribs) at 12:51 on 6 May 2013

How to get all skills up to 100[edit]

first,you need to go to the moonmoth fort near balmora ,in the moonmoth main building go to the bottom floor where the prisoners are and talk to the lady guarding the cells,from her you must buy the drain destruction spell. You now need to go to a mages guild to craft a new the spell catagory screen,pick the drain destruction.then pick whatever skill you want to increase and set it to self, and for magnitude set it to 100 to 100, and for duration keep it at 1.then go to someone who trains the skill you want to level up in, and cast the spell.when the spell works you need to quickly go into the training menu before the affect wears off.the spell will make it so that skill goes to 0 for 1 second,therefore lowering the cost of training to 1 gold.--LOKI 08:36, 17 August 2012 (UTC)

everlasting bound armor[edit]

Note:this does not work on any beast races.Go to the trader in Caledra.Buy the enchanted helmet from him for 1700 septims.Equipt the spell it has of bound armor,then drop the bound armor.Wait for the effect to wear off,then immediately pick it can only drop the bound armor from this item--LOKI 19:13, 23 August 2012 (UTC)

unlimited spell effects[edit]

If you want a spell effect to last forever(such as unlimited bound armor,unlimited summon creacher,ect.) then you can make it and follow these steps. Create a spell that has both your desired spell effect and a soul trap effect. Then cast it straight down for the unlimited effect to work. Note:this can only work if you own the desired spell effect in order to created the spell.--LOKI 19:38, 23 August 2012 (UTC)


If you have a melee weapon equipped then pull the attack trigger back,then go to your menu and select any type of lockpick. Release the trigger then exit the menu and attack with the lockpick for an instant kill.--LOKI 05:37, 26 August 2012 (UTC)

Already covered here. Thanks for confirming it though. A lot of the things on this article are unverified or are a sort of personal preference. -- kertaw48 15:19, 26 August 2012 (UTC)

Escort NPC Disappears[edit]

I wasn't sure whether to add this, but it's happened to me so many times and I couldn't find a workaround anywhere on the wikia or the forums. When escorting an NPC during many a quest, you often have to lead them through doors to different map areas. Unless they are standing practically right next to you, they vanish outright. I've panicked and gone back to the previous section only to find them gone. At first I assumed this glitch was my fault because I'd tweaked the .ini file for better performance, so the game doesn't precache too many cells, but I seem to remember this happening even before I'd done anything to the .ini. Is it worth adding this glitch to the main list? — Unsigned comment by (talk) at 10:09 on 29 August 2012

Did they also disappear from their last known location, that is, before they followed you? How about Assarnatamat? Salamangkero 11:01, 29 August 2012 (UTC)
Yes they did. The completely vanished from the game. This breaks the quests, leaving me no choice but to reload. Should this be on the list? FrozenWolf150 (talk) 06:28, 15 September 2012 (GMT)

Custom Ebony Armor Encumbrance[edit]

When I ordered a piece of ebony armor from Bols Indalen, the text box said he removed the pieces of ebony from my inventory, yet I still had the same amount as before. Even stranger, my encumbrance decreased by the amount corresponding to the pieces of ebony. I couldn't really complain, since I was effectively walking around with zero encumbrance from any of my items. I was able to reproduce this once, and I suspect it had to do with my use of a potion of Fortify Fatigue.

On a related note, this same potion also reduces all vendor prices to 1, most likely since fatigue determines the effectiveness of all skills and the game simply assumed my Mercantile skill was well into the thousands.

Apologies for not typing the tildes on my last (above) post. I'll do it this time. I do not have an account here, yet. 10:44, 29 August 2012 (UTC)

Duplicate entry[edit]

This was too complicated for the edit summary, so it's getting posted here. Basically, we ended up with 2 entries for looting summons. I deleted the older, longer entry in favor of the more succinct one, though if anyone would rather have the old one feel free to revert (though the comment about summons going non-hostile really should be its own entry, which I also did in the same edit I removed the duplicate). In the interest of full disclosure, I was the one who added the newer entry about it when I was moving stuff from the cheats page that didn't belong there (I missed that there already was an entry for it here), so I'm a little biased. Spweasel (talk) 16:40, 1 February 2013 (GMT)

Looks fine to me as it is now (after your change). Vely►t►e 16:50, 2 February 2013 (GMT)

New Items on List of Problematical Perma-Spells[edit]

I came upon these "cheats" accidentally, and without a reference source like UESP, I was hard put to discern the circumstances under which they occurred. My first such accident was an area-effect Absorb Strength on a when-strikes weapon, and I thought, Oh cool; now I can wear all this Ebony and Daedric equipment without repeatedly Recalling to the Fields of Kummu!

What I didn't realize was that when I set off that Nuclear Strength spell in the Balmora Council Club, among the besiegers outside Therana's tower, or in that ancestral tomb where 2 Golden Saints, 2 Flame Atronachs, 1 Dremora, and 1 Hunger all attacked at the same time, I would be giving my PC god-like status in the eyes of the NPCs, or that a Greater Bonewalker would follow me around like a lost puppy, instead of attacking, (this was apparently the result of a Strength stat of 695, because I had not cast a Command spell).

In short, the game was no longer a challenge, and thus no fun any more. Meanwhile, I had invested so much into my when-strikes weapon that I didn't really want to leave it behind.

As for the area-effect when-strikes Command Creature spell, it was amusing to have my own private army of netches, "wither"-birds, kwama, corprus walkers, rats, various undead, fish, dreugh, and anything else you may want, or not want, to imagine follow me all over Morrowind and beyond. However, it wan't much fun any more when the game started crashing, and not understanding why, I over-wrote all my recent saves, and then had to lose weeks of game time to back out of the situation. Downstrike (talk) 21:48, 6 February 2013 (GMT)

Minor edits: Downstrike (talk) 23:58, 6 February 2013 (GMT)

  • I ran into a related problem, completely by accident, when trying to farm ancestral ghost souls. I was using a combo spell of Summon Ancestor Ghost, Soul Trap, and Fire Damage. What I didn't realize was that the summon would become permanent if the Soul Trap missed. I figured I could just kill the ghost, but then I noticed its corpse didn't disappear. When I tried to dispose of it, the game told me I couldn't remove the corpse either. I tested this a few times to see if I could replicate it, and I noticed the summoned creature icon doesn't appear (or disappear) like it's supposed to either. Now, creating your own perma-corpses can be useful for storing things, but not if you didn't intend for this to happen. So I've added this warning to the list.FrozenWolf150 (talk) 10:19, 24 February 2013 (GMT)
That seems to me to qualify as a Glitch of its own.
Meanwhile, I had wondered whether summoning, soultrapping, and attack on the summoned creature could be combined into one spell. I gather from your usage that they can, but I imagine they would eat magicka ravenously in combination. Downstrike (talk) 20:27, 26 February 2013 (GMT)

Re: Jump Trick[edit]

Is this really a glitch? I always thought it was the intended method for climbing, since it also works on slopes that are too steep to walk up, but not too steep to climb. Downstrike (talk) 21:06, 7 February 2013 (GMT)

Instant Kill/Invulnerability[edit]

The article says that any NPC wearing armor will become invulnerable when hit with a probe, but I did the probe weapon glitch on a couple of Ordinators and they died instantly too. Perhaps it depends on the type of armor they're wearing or the weapon the player is using? Baron Praxis (talk) 19:33, 4 March 2013 (GMT)

Re: ‎Jeancey's Undo of Improved Infinite Arrows[edit]

[User:Whicks] I was the one that added the Improved Infinite Arrows. I don't care if it gets merged with the Infinite Arrows entry, or kept as a new entry, but I DO think it is a vast improvement to the original Infinite Arrows. Yes, it also works with thrown weapons. Also, I do know that there are 4 of the Darts of Judgement, not 1, but trying this trick on them crashes the game. I only suspect it will crash it with other special projectiles and thought it likely that while not technically unique there was something special about them. You don't have to have more than 2 of an item to use the trick, but you can't use them all.[User:Whicks]

Having just tried the deleted instrutions, I confirm that they work, are easier to emplement, and are more productive. Therefore, considering Jeancey's concerns that the Infinite Arrows glitches produce similar effects and that, "we can't include EVERY possible glitch", I suggest that the existing text of Infinite Arrows be replaced with a revision of the Improved Infinite Arrows text.

The revisions I offer are that it isn't necessary to dispose of the corpse; only to retrieve any arrows in it, that one must complete the entire procedure for each creature killed rather than killing multiple creatures and then switching to Weapon display, and that the Darts of Judgement are not unique, (there being 4 of them); only Throwing Weapons, rather than Arrows.

If by chance, the current Infinite Arrows instructions also work for Throwing Weapons, perhaps they should be retained as Infinite Throwing Weapons. Downstrike (talk) 21:36, 18 March 2013 (GMT)

After further play-testing, here are some more possible revisions:
The more arrows shot at, (or away from), the target, the more productive the glitch, because you get each one back twice.
There must be at least 10 projectiles equipped.
Do not cast any spells at the target, (e.g. Soul Trap), during combat.
Downstrike (talk) 10:50, 19 March 2013 (GMT)

Moving When Over-Encumbered[edit]

There might be another way to achieve this: 1. Switch to third-person view mode. 2. Look left. 3. Look right. 4. Quickly repeat steps 2 and 3 as needed. This produces a small "backwards" drift.

I've been able to observe this on my Khajiit character (PC). No need to sneak, swing weapons or press any movement keys. Since I'm not sure whether this is due to the normal bow-legged stance of Khajiit, I checked this using a Dunmer character. The drift was much less noticeable and it veered slightly to the left. However, I'm not sure if this applies only to the PC version. Might it be possible for someone to check the XBox version? Salamangkero (talk) 18:52, 20 April 2013 (GMT)

Armor Bug[edit]

Several things seem to be going wrong with my armor suddenly, and I haven't got any idea why. Firstly, the durability doesn't decrease when I get hit. Secondly, despite wearing full glass, my unarmored skill is increasing(my light armor skill still increases too). Thirdly, ever since this began, the damage I have been taking seems to have dramatically increased. My armor rating(84) changes when I alter my equipment too. It's as though the game is somehow seeing that I am wearing light armor in some aspects(skill increases, armor rating) but ignoring it in other aspects(durability, actual damage received, and, paradoxically, skill increases). Ivan the Vandal (talk) 03:32, 30 September 2013 (GMT)

Daedric weapon/heart farming[edit]

So i was doing fighters guild quest where you go in to the Vas to kill the necromacer. I did it fast and the follower that gets around got stuck in the first room. When I went to tower and came back one of the bonelords was still alive, even tough I had killed everything (except that follower). I moved back to tower and tada, there was two daedras back alive. So I kept farming souls and weapons by: Killing daedras and destroying their remains, exiting tower and going back in and usually there was two dremoras which were carrying daedric weapons but sometimes one daedroth too. I have tribunal and bloodmoon. Is this supposed to happen and if not can anyone else do this? Also, is this already reported? — Unsigned comment by (talk) at 18:30 on 30 September 2013

Most likely, Vas is one of those dungeons with respawning monsters. See Looting Daedra Salamangkero (talk) 10:48, 15 October 2013 (GMT)

Levitation Glitch exists and the fix works.[edit]

I got the glitch where the player character keeps levitating after the effect wears off - I think it happened during the Pilgrimage of the Seven Graces, so the Shrine of Daring's blessing may have been involved.

The listed steps were successful in resolving the issue. 11:31, 5 October 2013 (GMT)

Permanent Bound Effect[edit]

Moving this fragment from Xbox (Non-Game of the Year) > Permanent Bound Effect to this talk page. It needs to be verified AND edited to meet the wiki's style guidelines. Also, based on the content, perhaps this should be in a new section? Maybe Xbox (Game of the Year)? Salamangkero (talk) 15:17, 19 October 2013 (GMT)

(it does work on the GOTY and might work on the computer)
first you need to get any equipable bound effect and a fire, frost, shock or poison spell.
then find someone who gives a spellmaking option (mages guild is easiest to find)
create the bound spell so it lasts at least 5 seconds on self. then add a fire, frost, shock, poison spell that has to be on target.
go outside and use the spell looking up so the fireball (or whatever you used) doesn't hit anything. the game thinks the spells over and doesn't take away your bound item.

Moving Items at a Distance[edit]

I have found that you can move Items at a distance and added:

Moving Items at a Distance: On the PC version the player may enter third person view and rotate the camera by holding the Tab key and zoom with the Scroll wheel. When you open the menu you may pick up any item that is near the camera, irrespective of the player character's position. The items can then be placed into your inventory. Items that you place are rotated based on your characters facing, not your camera's angle. Useful for decorating hard to reach places.

Jeancey undid my edit for the reason: "not a glitch at all. You can pick up things that are near you"

Which is not what I can do. When I scroll the camera out far enough and open the Menu I can no longer pick up items at my characters feet but I can place/pick up objects onto ledges out of my characters reach. I made a topic about this years ago and it was confirmed.

Can I have it placed back or is Jeancey correct that this isn't a glitch? — Unsigned comment by (talk) at 10:58 on 25 January 2014

Then I misunderstood your original posting. The way it is phrased in the addition to the page doesn't clearly state that you are unable to pick things up near your character, just that you can pick things up near the camera as well, regardless of your player's position. I took this to mean that you could pick things up that were near you that you couldn't see before (i.e. behind you) but that you COULD see when you were in third person. Jeancey (talk) 21:36, 25 January 2014 (GMT)

Fine, how about:

Moving Items at a Distance On the PC version the player may enter third person view and rotate the camera by holding the Tab key and zoom with the Scroll wheel. When you scroll away from your character and open the menu you may pick up any item that is near the camera with the mouse but if the camera is far from the player you will be unable to pick up items at their feet or around them. You may even pick up items your character would not be able to see normally, such as those around a corner. The items can then be placed into your inventory. Items that you place into the world are rotated based on your characters facing, not your camera's angle. Useful for decorating hard to reach places.

Soultrap bug with Shield spell can prevent you from becoming a vampire.[edit]

If you make yourself impossible to hit(Shield Magnitude: 100) you won't be able to become a vampire since they have to hit you to infect you.

This will not protect you from the disease when accessing the vampire's inventory after it's health reaches zero. Chill fridge (talk) 17:46, 23 December 2023 (UTC)

Loot bag adjustment[edit]

Can someone provide information about the Overflow loot bag console commands if there are any? There must be a variable for it and unless it's a constant - it should be possible to set it. Also, is there a way to know how many items are in a cell? ZLOJ (talk) 12:21, 1 May 2015 (GMT)

I'm not sure that you can change those variables, but I'd love to know too. Also, there must be a way to remove the loot bag once it drops, no? Using a PC of course. Thalass (talk) 19:18, 30 May 2015 (UTC)

Third-person speed cap[edit]

While screwing around with super potions (specifically levitate and fortify speed, neither of which I would ever recommend), I found what may or may not be a bug or feature. Probably bug, but a good one. Apparently going into third-person and moving at high speeds (I'm talking ~10,000 speed or ~5,000 points levitate, or at least that's what I was doing when I found this out) will slow you down. Say you have speed in the hundred thousands and don't want to crash the game by tapping W. Simply go into third-person and go at still fast (I'd say ~500 speed but that's just a guess. All I know is that it makes you slower, and you don't clip through everything) but not game-crashing speeds. The reason that this may be a bug is because it straight-up doesn't work when moving diagonally or running (Why would you be running in the first place?). I'm playing on the community overhaul though, but I don't believe the overhaul would have added something so situational. Could someone verify this on vanilla Morrowind? 02:41, 8 June 2015 (UTC)

Should instructions for removing loot bags be added to the loot bag section?[edit]

I finally figured out how to remove loot bags, and initially came to the wiki looking for this information. The loot bag section advises how to create loot bags on purpose, explains why they occur in the first place, and provides workarounds for exceeding the item limit in cells to avoid creating loot bags. Why not also add some instructions on how to delete loot bags if they are not wanted?

I deleted my loot bag maybe 10-15 gameplay hours ago, so as far as I know deleting them shouldn't cause any issues. In any case, I haven't experienced any issues because I deleted the bag. The process was as follows:

1) Open up the console (~)

2) Click the Loot bag

3) Type "Disable" (no quotes) and hit enter. The loot bag will disappear.

4) Without clicking anywhere else, type "setdelete 1" and again hit enter.

5) The loot bag will now be deleted.

I think this would be good information to have in the wiki. Chances are if people often encounter the lootbag as a "bug," it showed up in some unfortunate place for them (on top of small items, in the middle of the floor, etc.) and they'd want to remove it.

Thalass (talk) 15:15, 27 June 2015 (UTC)

Quicksave Glitching[edit]

I just wanted to say that I found a method to bypass any part of a cell (might work outside but haven't gotten it to work)

First I use the quicksave glitch to get below the level and then I quicksave again when I am a short distance away from the ground above.

Then I load the quicksave and it puts me at that location but removes all velocity and allows me to keep the same z axis without falling

Then I walk to a place under the cell that I want to get to and jump to increase my height and quicksave at the apex of my jump.

Then I load the quicksave and repeat the same thing, effectively gaining height every time I reload and use this to get back into the cell. 00:41, 17 June 2016 (UTC)

Unlimited Attribute Scores[edit]

Not sure if this would be considered a glitch or not (since it pretty much does what it's designed to do), but there's a way you can raise your attribute scores into the thousands.

Enchant a weapon with Fortify Attribute: Strength (for any magnitude), no duration, and "cast when strikes". Do this for any/all attributes individually. Then place one last enchantment of Damage Health (not sure if other damages will work or not) for one point, "cast when strikes". Then take the weapon to Mournhold, into the underground beneath the statue in the Brindisi Dorom where the Dwemer automatons are (or anywhere you can find creatures that reflect damage back to the PC). Smack them around a bit and let their innate reflect ability increase your stats.

I don't know if this is relevant, but I used a Daedric Dai-Katana. I haven't tested this with anything other than this specific weapon, but I have duplicated this on another character's save game.

To drop your stats back to normal, just create a spell that damages all attributes until they're "in the red", then raise them back up with restoration spells normally. They'll return to their intended levels. Kyew (talk) 04:36, 27 August 2016 (UTC)

Enemy respawning on reloaded save?[edit]

I'm in Arkgnathgndkngdnkdgd or whatever it is, the Dwarven ruin in the first main quest, and a Dwarven spider just came back to life when I died and reloaded a save; it happened twice in a row. I had hit the Destroy Corpse button on it before; do enemies always come back when you delete their corpse, save, and reload? I'm playing the GotY edition on Xbox One, since it's on Game Pass. (Unrelated, but should their poison AoE's be one-shotting me at level 2? Should I be level 2? I did three Fighter's Guild quests, my character just won't level up, and I swear I'm doing everything right.) 15:27, 22 April 2021 (UTC)

Fixed enemies will not respawn; random enemies will respawn if you dispose of their corpses and exit and re-enter the area. Loading a saved game counts as "re-entering" an area. The bandits in the upper levels of Arkngthand are examples of fixed enemies; they will never respawn once you have killed them. The dwarven constructs in the lower reaches are random leveled enemies, so yes, they will respawn if you dispose of their corpses; it's not a glitch. A good rule to follow if you don't want to battle lots of enemies over again is not to dispose of any corpses until you have completely finished exploring a dungeon, then dispose of them (if you're inclined to do so) on your way out. Note that the game will automatically dispose of corpses after 3 in-game days have passed, so if you return to a previously-cleared dungeon more than three days later the enemies will have respawned.
The spiders' Poisonbloom attack does 1-20 poison damage in 10 ft. over 5 seconds, for an average of 52.5 damage total (and possibly up to 100 if you're unlucky), so yes, at level 2 it is possible to be one-shotted by this attack if you don't have good poison resistance. Leveling is accomplished by increasing any combination of Major and Minor skills by a total of 10 points; if you haven't leveled, it means you haven't used your Major and Minor skills enough yet. The linked article provides a thorough explanation. — Wolfborn(Howl) 20:58, 22 April 2021 (UTC)

Two Houses' Glitch: Strongholds[edit]

This was far too large a description to put on the main page, so this was started.

This is a quest in progress, but it is one that the author wishes to try out for himself. As such, I intend to update this "formula" as I play through this bug, and mayhaps document it for others to use.

- When to use "set stronghold to x":

~ If you want to fancy yourself as Molag Bal and destroy entire cities (the strongholds) building by building.

~ Starting the second stronghold ("set stronghold to 0"). It is highly recommended that you complete any construction before you start your second stronghold. Unintended consequences are likely to occur as a result.

~ If you are doing the second stronghold and you want to return to your first one (recommended for this path: remember what stage each stronghold is in, and update the variable "stronghold" accordingly. For immersion purposes, don't do this in the same cell as a stronghold).

- How "set stronghold to x" works:

~ "Stronghold:" As was noted in the wiki. this variable is what determines what stage of construction each stronghold the player sees.

~ "X": As the MW scripts are checking "Stronghold" for a value from 0 to 6, your stronghold is technically coded by seven stages:

~"Stronghold" = 0: Building hasn't started, but includes the intial wait for construction to begin.
~"Stronghold" = 1: Starts upon journal entry "I should speak with [house contractor] about my stronghold." Main house is "built" but under construction.
~"Stronghold" = 2: 1st stage complete. Manor is accessible. Journal entry has a checkmark in the wiki.
~"Stronghold" = 3: Curtain walls and "wall house" is built. Under construction.
~"Stronghold" = 4: 2nd stage complete. "Wall house" is accessible. Journal entry has a checkmark in the wiki.
~"Stronghold" = 5: Side buildings built. Under construction.
~"Stronghold" = 6: Stronghold is finished. Side buildings are accessible. Journal entry has a checkmark in the wiki.


- Notes:

~ While working on your second stronghold, you shouldn't worry about losing progress on your first stronghold, as quest progression is also tied to your journal entries. Skipping ahead, however, can potentially happen, but this is untested.

~ NPCs will spawn according to what value "stronghold" has. However, NPCs that "arrived" to each stronghold are not tied to this value.

~ This data is the result of Redoran/Hlaalu experimentation. Telvanni/Hlaalu has not been tested in-game, but script wise it is almost identical to the other strongholds.

I recognize the following essay might as well have its own page, so I'll look into my options as I don't want to break the wiki format, but I'll refrain from posting this as something definite, until I'm satisfied with the results of this query. MoreWindPlair (talk) 17:07, 13 January 2023 (UTC)

Hey there! I appreciate your enthusiasm but if this experiment is still a work in progress, please use a personal sandbox to record your findings until you're ready to either update the article or present it in the talk page. Talk pages are meant to facilitate discussions (ie. people responding to what other people have posted) but it will be difficult to have one when posted messages are subject to change. Salamangkero (talk) 19:40, 13 January 2023 (UTC)
Hmm... those are good points, and thank you for introducing me to the sandbox. I take it the sandbox is the preview page right? If so I'll keep it in mind as a resource and not a temporary word document.
I was thinking this as ongoing as in my exploration of this glitch is ongoing, but I also want the option to opt-out. I want this to be a resource for the next person interested in the glitch should I stop working on it. Should I create a Talk page and link the wiki to the new page? What would you reccomend? MoreWindPlair (talk) 21:18, 13 January 2023 (UTC)
No, a personal sandbox is different from the preview page (or the site-wide sandbox, for that matter). As noted in the section I have linked in my previous message, it's a page created within your user "namespace". As an example, click here for one of my sandbox pages (I have also left a note for you there). You can also start creating one by clicking on this redlink. On the other hand, if you'd prefer a different name for your sandbox, just go to your user page, add a slash to the URL and append the page name you prefer, like so: User:MoreWindPlair/<insert page name here>
In order for it to be a resource, as you intend, after creating your personal sandbox page, please post another message linking to it. Interested parties reading this talk page can then use that link to view your findings. Salamangkero (talk) 06:24, 14 January 2023 (UTC)

Cleanup (general glitches only)[edit]

I've had the chance to check out this page's counterparts in Oblivion and Skyrim. It struck me that, unlike this one, those other pages were not intended to be an exhaustive collection of all glitches observed in the game. They also have a really sensible set of criteria, that is, to include only glitches other readers are likely to be interested in:

  • those that have serious consequences,
  • those that can be exploited to your advantage, and
  • those that most players are likely to uncover during standard gameplay.

Furthermore, the scope was narrowed down to general glitches; with NPC-, quest- or place-specific ones moved to the NPC, quest or place where they are likely to be encountered. Applying that here, for example:

  • Clear Bounty for Free and Mages Guild Quest Skip should probably be moved to their respective faction / quest pages.
  • Fury should probably be moved to either MW:Fury or MW:Kogoruhn.
  • Magicka Cost Overflow should probably be moved to MW:Spellmaker.
  • On the other hand, Moving NPCs and Cartoon Walls should stay, although the latter should be renamed to something more intuitive.
  • Soultrap Glitch should stay. It's not necessarily restricted to just the Soul Trap spell effect; it's just frequently exploited with it and was, thus, named after it.

I'll be moving some sections, as applicable, in the next few days / weeks. In the meantime, I'm open to feedback / counter-arguments on why the above criteria shouldn't (or couldn't) be applied here. Salamangkero (talk) 07:24, 24 August 2023 (UTC)

Dispute a claim?[edit]

I have found issue with this. (Specific part in bold.) "With much persistence, it is possible to escape the confines of the Census and Excise Office walls before even entering the first building. Although there is no practical purpose for this, it is still mildly entertaining to walk around with a character who has no health bar and has not yet learned to jump, pick items up, or sleep. On your left after crossing the gangplank of the ship you start on, there is a tree. If you run against the roots of the tree on the left side (nearer to the water) at just the right angle, you can manage to escape straight through the wall. Once out, you are still impervious to any creature that attacks you, however you can still drown." I play modded, but when I really want to check if <thing I found> is only on account of the mods or if it is vanilla I start a new game with no mods on (save Tribunal/Bloodmoon where applicable). Then as soon as I get my race assigned I "~ Player->SetSpeed 5000", rush straight to <thing I found> and verify.

Well today I was doing that and ended up standing next to Snowy Granius on the bridge when I walked away. When I came back, I had "The most recent save game is <save>, would you like to load it? [yes][no]" message. I started over once again and confirmed that I was indeed NOT impervious to any creature that attacked, first dying to Snowy and his summon again, and secondly dying to a Flame Atronach I found outside a Daedric ruin.

Can anyone else confirm? I would like to confirm 100% with another witness that it isn't some permanent issue with my file that was caused by mods that isn't undone even if I reload with all BSAs/etc. unchecked. Thanks. (EDIT: Signed in so I can track this topic.) Justeazy (talk) 20:09, 8 February 2024 (UTC) Original: 22:08, 18 January 2024 (UTC)

Tested this on GOTY version without any mods. Got killed by a Kwama Forager (although I did level up three times in Unarmored). I think, the game only has the HUD hidden but, internally, it's still keeping track of your various (default) stats.
I confirmed my idea by starting a new game and, before Jiub even asks for my name, executing Player->gethealth on the console. Turns out the default health is 35.0 Salamangkero (talk) 16:15, 9 February 2024 (UTC)
The player character is actually defined in the game as an NPC. You can see the full default stats of the player here. Basically, when you wake up in the boat, your character is defined as a male Dark Elf Acrobat with base stats, with one notable exception: your Hand-to-hand skill is set to 100 for some reason. Which suggests that you might have some success punching your way across Vvardenfell if you bypass character creation using the glitch. You should be able to turn your menus on using the EnableInventoryMenu, EnableMagicMenu, EnableMapMenu, EnableStatsMenu console commands; the only thing you wouldn't be able to do is save the game since enabling saves is probably hardcoded (there's no console command for this). — Wolfborn(Howl) 19:15, 9 February 2024 (UTC)
Thank you Salamangkero and Wolfborn for confirmation and your commitment to ensuring accurate information is on this wiki. Justeazy (talk) 21:36, 9 February 2024 (UTC)

Alternate pickpocket[edit]

===Alternate pickpocket===
#Cast Mark spell just in front of target NPC.
#Cast Frenzy Humanoid spell on them and attack them.
#Cast Almsivi or Divine Intervention spell.
#Recall with sneak mode activated.
#Quickly open the target NPC's inventory and take or add the items.
#Close and cast Restore Health spell on the NPC before their laying motion finishes.
#Repeat step 3 (also while the target NPC is in laying motion).
#Cast Chameleon spell on self if you have low sneak skill, then repeat step 4.
#Cast calm Humanoid spell on target NPC.

Helseth and his Royal Signet Ring act differently due to his ring's effects. You must leave the throne room after casting the first frenzy spell to disable the Restore Health effect from his Signet Ring and keeps him attacking during the later steps. If Helseth absorbed the frenzy spell, leave the throne room and reenter before attempting again.

#Cast Mark spell directly in front of King Hlaalu Helseth.
#Cast Frenzy Humanoid spell on him. (Note: He is level 35, so use a high level spell for this.)
#Cast Almsivi or Divine Intervention spell to disable Royal Signet Ring effect and prevent him from reviving when you return.
#Recall spell and kill Helseth. You must get Helseth to hit you first otherwise all guards will attack you.
#Quickly cast Almsivi or Divine Intervention spell before Helseth lies down.
#Recall with sneak mode activated.
#Quickly open Helseth's inventory and take the ring.
#Close the inventory and cast Restore Health Other spell on him before Helseth completely finishes his lying motion.
#Cast Almsivi or Divine Intervention spell while Helseth is in the lying motion.
#Cast Chameleon on self and repeat step 4.
#Cast calm Humanoid Spell on Helseth.

Moving this here for two reasons:

  • Instructions unclear, need a better rewrite (e.g. What laying motion? Lying motion? Are you supposed to kill the NPC? Or just attack? Stagger?)
  • Originally posted under Non-glitches section. I don't think it's a non-glitch.

Not deleting for one reason:

  • Instructions unclear; unable to confirm. Salamangkero (talk) 18:31, 26 June 2024 (UTC)