Daggerfall:DFQFIX
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Contents |
[edit] Introduction
Many quests from the final Daggerfall Patch 2.13 still contain partially serious errors that haven't been eliminated until now. Some efforts were made over the years, but no known complete fix has ever been released to the public. The goal of this page is put an end to all bugs and glitches that still exist and will in addition provide some brief background information why these quest don't work as intended by the developers.
A patch for some of the original quests has been released by Donald Tipton in 2001. The latest public available version of this patch can be found within the QUESTPAK zip file. Quests already repaired by this patch will therefore not be considered anymore on this page.
[edit] Affected Quests
[edit] Main Quests
- _BRISIEN
-
- In addition to the already fixed game-text, the quest has been adapted to work with the new tutorial that comes from v1.3. More precisely, the start-up of quest S0000977 was removed from the quest, since this is now down by the tutorial.
Note: The questfiles _TUTOR__.QBN and _TUTOR__.QRC that come with the patch must be present in your ARENA2 directory when using this patched questfile.
- _TUTOR__
- Lesson 7 was not triggered correctly and therefore will not start.
- This issue has been corrected.
- The tutorial doesn't proceed once you arrive in Daggerfall City, because the questfile points to the wrong location.
- This issue has been fixed and the tutorial will proceed as planed.
- In the original file you only have 7 days to complete the tutorial. Hence, if you travel cautiously to Daggerfall you will never have enough time to follow the tutorial until its end.
- The time limit for reaching Daggerfall has been doubled from 7 to 14 days. You will now have enough time to follow the tutorial until the end, even if you travel cautiously.
- The patch that came until v1.2 caused an error 1000 (Duplicated Map ID) when trying to save the game outside of Privateer's Hold. Daggerfall doesn't like it, when active quests have identical quest locations. And Daggerfall City is also the quest location for quest S0000977. If both quests are active at the same time, an error 1000 is the result.
- In order to eliminate this error, the quest S0000977 is suspended as long as the tutorial is active. When the tutorial is not started, completed or aborted, quest S00000977 is started. This has the side effect, that Lysandus' spectral army doesn't haunt Daggerfall City as long as the tutorial is active.
Note: The questfiles _BRISIEN.QBN and _BRISIEN.QRC that come with the patch must be present in your ARENA2 directory when using this patched questfile.
- The journal entry you should get after talking to the agent of the Underking, and which mentions the crypt where Lhotun's brother has died, is not used in the questfile.
- This journal entry will now show up in your logbook after you talked to the agent of the Underking.
- S0000006
- The door(s) of the building where Lord Castellian is staying are always locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- The door(s) of the building will be unlocked for the duration of the quest.
- Lord Castellian is killed when you give him the robe and the Daedra Seducers show up. But his character still stands around, despite the fact that he is dead.
- This discrepancy has been corrected, he will now disappear when the Daedra Seducers show up.
- S0000008
- In case you give the totem to Gortwog, it is intended for him to reward you also with the Warlock's Ring, but the specific command to give you the artifact is missing from the questfile and in the end you get nothing from him.
According to the questfile that comes with the latest patch 2.13, he should now give you the Chrysamere instead. But due an unknown reason you won't get the artifact.- The issues with the latest official questfile has been fixed. Gortwog gives you now the Chrysamere for sure if you bring him the totem.
- Prior to v2.0, the quest patch contains a serious bug. Very likely due a bug in the game-engine some op-code in the quest will not work the way it was originally intended. This causes the quest to be un-completable, since the player will never receive Nulfaga's message nor can he talk to her and thus can not start the final stage of the main quest. Strangely the quest which comes with patch 2.13 contains the same code, but there it works for some unknown reason. However in this quest the issue with Gortwog's reward appears. And in addition the quest can't be completed if the player gave the totem to Gothryd or his men. Since the problematic code was not touched in any way when the quest was patched the first time, it was assumed that it will work as in the one from patch 2.13. However this isn't the case.
- The problematic op-code has been overworked, the quest works now perfect in conjunction with the patch for quest S0000016 and gaining Gortwog's reward works also as intended. See here for more informations regarding this problem.
- Some unused quest-flags were removed from the quest.
- S0000010
- The door(s) to the house where the Agent of the Underking is staying are always locked. For characters without an Open spell or a sufficient lockpicking skill it might be difficult to get into the house without alarming the town guards.
- The door(s) of the house are now unlocked for the duration of the quest.
- S0000011
- The reward, Gortwog gives you in case you bring the book to him, is not made permanent. This means, it is still flagged as quest object and will vanish from your inventory as soon as the quest is over, which is actually after you have given the book to Gortwog.
- This issue has been fixed and you can keep you jewelry.
- If you talk to Gortwog while in Orsinium, he offers you the task to retrieve the book from the Necromancers, regardless whether they already have stolen the book or not.
- This discrepancy has been fixed, he will only offer you this task now, if the Necromancers have already stolen the book. If you find the book within Orsinium, you can however still give it to him and collect you reward.
- S0000012
- The nightblades should have their orders given by Queen Aubk-i with them, but they don't carry this letter on their bodies.
- This issue has been corrected, the nightblades now have their orders with them.
- You could ask questions about the signet ring as soon as the quest starts, which is pretty illogical since you won't get it before you have talked with Mynisera and agreed to do her quest.
- Now you can only ask questions about the ring, after you accepted to do the quest.
- If you decline Mynisera's quest, the quest doesn't get terminated and remains active forever, although you can never embark on it.
- In case you decline the quest, it is properly terminated.
- Considering the method how the game creates random NPC without any additional parameters, the door(s) of the building where the dispatcher is staying, may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the NPC were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest. The quest-text was also altered slightly, to work with these modifications.
- S0000015
- The reward you get from Barenziah, Eadwyre or Helseth is not made permanent, which means it will vanish from your inventory as soon as the quest is over.
- This issue has been fixed.
- It was intended for Gortwog and the King of Worms to give you a random amount of gold if you bring the diary to either of them. But the command to give you this reward is missing from the questfile.
- This issue has been fixed and you will get your reward.
- S0000016
- Due a bug in the game-engine you can not complete quest S0000008 if you give the totem to Gothryd or his men. If you want to complete the quest and giving Gothryd the totem you must use the patched quest for S0000008 which comes since v2.0. However you can not complete the very last quest since the global variable which indicates that Gothryd has the totem is not set. If you find the Mantella and activate it, nothing will happen and you will be stuck in the Crux forever unless you have set an anchor outside.
- In conjunction with the patched quest S0000008 this patch checks if the totem is owned by anyone but Gothryd. If this is not the case, the totem's owner is set to Gothryd. Thus one can complete the final quest in case the totem belongs to Gothryd.
- An unused reference was removed from the quest-file.
- S0000017
- If you decline Akorithi's quest to get the painting, the quest doesn't get terminated and remains active forever, although you can never embark on it.
- In case you decline the quest, it is properly terminated.
- You could ask questions about the painting as soon as the quest starts, which is pretty illogical since you don't even know that the painting exists until you have spoken to Akorithi.
- Now you can only ask questions about the painting, after you accepted Akorithi's quest to get it.
- S0000100-104
- The original quests don't end until their time limit has expired, even if you have already given the totem to someone.
- The quests will now end once you have given the totem to someone. They will not end after the totem has vanished after 366 days. How should anyone know that it disappeared?
- S00000988
- The letters you eventually get, revealing to you the background story of the Totem of Tiber Septim, are not made permanent, they will disappear from your inventory once the quest is over.
- The letters were made permanent, so they will not disappear once the quest is over.
- S00000999
- The start-up file for the Main Quest still contains some logical errors, although it was already overworked by Donald Tipton. The Main Quest start-up never ends, evident by the lingering journal entries. Even when the emperor's letter was brought back and Lysandus' ghost was put to rest. Neither the various official patches from Bethesda nor the file that comes with Donald Tipton's Patched Quests correct this. This anomaly occurs when the player didn't do Helseth's quest or Elysana's first quest. These quests can be missed under certain circumstances. In case one of these quests is not start-up, the Main Quest start-up file will never end and will therefore remain active for ever. Although this causes no immediate problems, it is still very annoying.
- Instead of this problematic quest flags, two global variables are now used to end the Main Quest start-up file once the required conditions apply, namely:
- Global Variable 0 (Flag 0) Lysandus Ghost put to rest = TRUE
- Global Variable 29 (Flag 29) Emperor's letter returned to Mynisera = TRUE
- You will now get notifications if you get Lhotun's or Morgiah's letter. Originally, you got these letters without notifications and couldn't notice them unless you found them accidentally in your inventory. Besides, these notifications are already embedded within the questfile, but are not used for some unknown reasons.
- Instead of this problematic quest flags, two global variables are now used to end the Main Quest start-up file once the required conditions apply, namely:
Note: As long as you don't leave Privateer's Hold the changes to this file can still take effect. Upon leaving the dungeon the start-up is triggered and changes can no longer be applied.
This file is a modification of the file that comes with Donald Tipton's Patched Quests.
[edit] Dark Brotherhood
- L0B00Y00
- The town where you get this quest is not mentioned in your journal. If you don't keep track of your route you will probably not remember where this was.
- .The town where you get this quest is now mentioned in your journal.
- L0B00Y01
- The town where you get this quest is not mentioned in your journal. If you don't keep track of your route you will probably not remember where this was.
- The town where you get this quest is now mentioned in your journal.
- L0B30Y09
- The town where you get this quest is not mentioned in your journal. If you don't keep track of your route you will probably not remember where this was.
- The town where you get this quest is now mentioned in your journal.
- L0B40Y04
- The town where you get this quest is not mentioned in your journal. If you don't keep track of your route you will probably not remember where this was.
- The town where you get this quest is now mentioned in your journal.
- L0B60Y10
- The town where you get this quest is not mentioned in your journal. If you don't keep track of your route you will probably not remember where this was.
- The town where you get this quest is now mentioned in your journal.
[edit] Fighters Guild
- M0C00Y11
- Considering the method how the game determines random quest locations without any additional parameters, the door(s) of the building where the scorpion can be found may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the quest location were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- M0C00Y12
- Considering the method how the game determines random quest locations without any additional parameters, the door(s) of the building where the spider can be found may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the quest location were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- M0C00Y13
- Considering the method how the game determines random quest locations without any additional parameters, the door(s) of the building where the barbarian can be found may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the quest location were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- M0C00Y14
- Considering the method how the game determines random quest locations without any additional parameters, the door(s) of the building where the rats can be found may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the quest location were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- M0B00Y06
- Considering the method how the game determines random quest locations without any additional parameters, the door(s) of the building where the monster can be found may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the quest location were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- M0B00Y07
-
- You have now a one in three chance to get also a dungeon map at the end of the quest.
- M0B00Y15
- You get no payment if you complete the task, although the questgiver says that it pays exactly like the more difficult jobs.
- You will now get a random amount of gold if you complete the quest successfully. You will also get a notification in case you killed four bats/rats which is the minimum of kills you need to complete the quest.
- Latest quest-patch was built from v2.13 which fixes the locked door(s) issue, previous quest patch was built from the original quest file which lacks this fix.
- M0B00Y16 comes with the CompUSA Special Edition Patch
- The message which the NPC says to you in case you don't bring him/her to the store in time is present in the quest-file, but not used.
- This unused message is now used.
- M0B00Y17 comes with the CompUSA Special Edition Patch
- Under certain circumstances you could ask for the lover or his/her whereabouts from the start of the quest, which is pretty illogical until you have read the letter which you may find next to the dead body.
- Now you can only ask for the lover or his/her whereabouts after you have read the letter.
- The original quest had a timeframe which ends the quest after you brought the pet back to the noble. However it is possible that this timeframe will be as long as the quest's time limit itself.
- This timeframe was reduced to about one in-game hour.
- M0B11Y18 comes with the CompUSA Special Edition Patch
-
- A duplicated command and an unused reference were removed from the questfile.
- M0B30Y04
- You get no notification if you hit the lich which is your quest target and no chance to get a dungeon map, although this features are defined in the questfile.
- These issues have been corrected, you will now get a notification and a chance of 50% to receive a dungeon map as additional reward.
- M0B30Y08
- Considering the method how the game determines random quest locations without any additional parameters, the door(s) of the building where the zombie can be found may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the quest location were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- You have now a chance of 50% to get also a dungeon map at the end of the quest.
- M0B40Y05
- Considering the method how the game creates random NPC without any additional parameters, the door(s) of the building where the woodman lives will always be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the NPC were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- S0000500 comes with the CompUSA Special Edition Patch
-
- The region was added where the tavern respectively the hideout, Lord K'avar wants to seek out, is located. Perhaps some people don't remember the region where they got the first quest from the Fighters Guild. This will solve such problems.
- Lord K'avar will thank you now, once you have brought him to the hideout, in the original quest this doesn't work as planed.
- S0000501 comes with the CompUSA Special Edition Patch
-
- Queen Akorithi will thank you now, once you have taken care of Lord K'avar, in the original quest this doesn't work as planed.
- An unused reference was also removed from the questfile.
[edit] Knight Orders
- B0B81Y02 comes with the CompUSA Special Edition Patch
- Although all four artifacts are intended to be picked as reward for a successfully completed quest, only the Chrysamere is picked in the end.
- This issue has been fixed, all four artifacts are now picked, each of them comes with a chance of 25%, as it was originally intended.
[edit] Mages Guild
- N0C00Y10
- Due some inappropriate quest variables the quest could really get mixed-up, if the player doesn't follow the path to find the book which is expected by the questfile. In the worst case the quest could not be completed, even if the book was found and brought back.
- These quest variables have been adjusted and the in-game text was slightly adapted to work with these variables.
- N0B00Y08
- The door(s) of the house where the noble is staying are always locked, and although this is a good measure of precaution to hold more witches off, it makes it difficult for the player to complete the quest if he has no Open spell or other means to gain entrance to the house.
- The door(s) of the house are now unlocked for the duration of the quest.
- N0B21Y14
- The quest location where the noble can be found is set to a type1 house. Since this type of house can not be found in every town, the destined quest location may be absent. And this will result in a situation where the noble is plainly missing from the quest. Despite this serious error, the game doesn't crash, thus giving the player no hint that something is wrong.
- The quest location has been altered to a type2 house, which can be found in every type of settlement.
- N0B40Y07
- The place which is used to "store" the Frost Daedra to properly remove it from the game is actually the current dungeon. When a quest object is "stored" to remove it until the quest is over, a different dungeon is used normally. If the Frost Daedra is placed at an incompatible quest location in the current dungeon, the game will crash when saving with the error 1000.
- The storage for the Frost Daedra is set to a different dungeon, thus solving the problem.
- S0000502 comes with the CompUSA Special Edition Patch
- You only get a reward from Baltham Greyman if you have already found the box before meeting him. You get no reward if you found the box together with him.
- This issue has been fixed, he will now give you the reward even in case he has accomplished you during the search.
- In the original file Baltham Greyman only attacks the very first mummy/zombie which shows up, but he doesn't attack any following mummy/zombie.
- This issue has been altered, he will now attack any of the mummies/zombies that pursues you in the Direnni Tower.
-
- The message which the raven delivers to you contains also the region where the town, the atronach is waiting, is located. Perhaps some people don't remember the region where they got the very first quest from the Mages Guild. This will solve such problems.
- S0000503 comes with the CompUSA Special Edition Patch
- In case you enter the dungeon with the magical items without the key, you should be teleported to another dungeon. This task however doesn't work as it was intended.
- This task will now work as planed.
-
- The message the raven croaks to you contains additionally the region where the town, Baltham Greyman is waiting, is located. Perhaps some people don't remember the region where they got the very first quest from the Mages Guild. This will solve such problems.
[edit] Temples
- C0C00Y10
- The dialogs during the quest say, the cousin suffers from Lunar Chills, this disease doesn't exist in the game. The disease was probably meant to be Caliron's Curse. Besides, you catch Chrondiasis when you talk to the cousin in the end.
- The in-game text has been fixed, Lunar Chills has been corrected to Caliron's Curse and you will catch this disease when you talk to the cousin.
- Some unused references were removed from the questfile.
- C0B00Y01
- The dialog entries for quest related items are are not used.
- These dialog entries have been added.
- Some unused quest flags were modified so that an unused quest message could be used.
- C0B00Y02
- Although this quest was already overworked by Donald Tipton, the locked door(s) issue still remained. Considering the method how the game creates random NPC without any additional parameters, the door(s) of the building where the priest(ess) is staying may be locked. For characters without an Open spell or a sufficient lockpicking skill this results in an awkward situation.
- Some additional parameters for the NPC were used, thus resulting in a building whose door(s) will be unlocked for the duration of the quest.
- The in-game text was altered slightly to work with this modifications.
- C0B3XY09
- In the original quest you could attack and dispose of the Daedra Seducer once she gave you the magical item. In that way you could complete the quest successfully and keep the magical item.
- The quest will end as soon as you receive the magic item from the Daedra Seducer. This will prevent first that you can attack her after she gave you the magical item and second that you have to wait until the quest's time limit has expired before you can get a new quest from the questgiver. The reputation loss however remains the same.
- Some unused quest flags were removed.
[edit] Merchants/Innkeepers
- A0C00Y06
- The mages hideout, which is a building in the current town, is missing from your dialog menu, therefore you will not be able to ask the townsfolk where it is. If you didn't check every single building in the town by yourself, there was little chance that you could actually find it, unless it is a very small town. In a city like Daggerfall you could search forever without finding it.
- The in-game text was slightly modified and you can now ask for the mage's hiding place once the questgiver mentioned it to you.
- The original quest ended as soon as you killed the mage, giving you no time to loot his/her corpse.
- Since this quest doesn't provide any rewards, if completed successfully, there is now a small timeframe which causes the quest to end 10 to 30 in-game minutes after the mage's death. This should be enough time to collect the loot from the mage's body.
- When you hit the mage and he/she teleports you to the dungeon, he/she says the speech he/she shouldn't say until you have found him/her at his hideout.
- This issue has been corrected, the mage will say his/her speech only if you confront him/her at the hideout.
- A0C00Y12
- Although this quest was already overworked by Donald Tipton, some quest variables may still cause troubles.
- These quest variables were fixed, the in-game text was also slightly altered.
- A0C01Y06
- When you hit the orc shaman and he teleports you to the dungeon, he says the speech he shouldn't say until you have found him at his hideout.
- This issue has been corrected, he will say his speech only if you confronts him at the hideout.
- The orc shaman was still at the tavern when the player returned there, instead of seeking out the questgiver to learn what is going on. By killing the still present orc shaman, the quest could be completed without the need to search for him in another town.
- The orc shaman will now leave the tavern as soon as the player is teleported to the dungeon. So the player must seek out the questgiver first to learn where the orc shaman is hiding.
- K0C00Y02
- In the original quest you only get paid for one false gold brick you return, regardless how many you have retrieved altogether.
- You will now get a reward for every single gold brick you return, but for a successful quest you still need to return only one brick. The quest will be a success after its time limit has expired and you have brought back at least one brick. Bringing back all four will end the quest as soon as you have given them to your employer. The pay for each gold brick goes directly into your inventory and is not given to you via a menu-screen. This is the only way to get more than just a single quest reward. To add the pay to your wallet, you must first drop the gold pieces to the ground or into your wagon and than pick them up again. If you take the pay directly from your inventory, it will vanish for ever. In addition, you can keep each gold brick, you didn't return, for yourself. They will not vanish from your inventory once the quest's time limit expires.
- The quest-text was altered slightly, to work with four gold bricks.
- K0C00Y05
- The child's location in town is already revealed at the beginning of the quest. The player can ask for it via the dialog menu. If the Fighters Guild keeps the child for protection and the player has the reputation to get their letter, the player could walk plainly to this location, take the child and return it to the questgiver. Thus completing the quest without much efforts.
- Now the child's location is only revealed after the player has talked to the member of the Fighters Guild.
- An unused reference was removed from the quest.
- K0C00Y06
- The quest is broken in the original game. The game crashes to DOS as soon as you save after accepting the quest. The cause is, two quest locations are assigned to one and the same house in town, causing the game to crash with an internal error 1000 (Duplicated QuestIDs). The patch before v1.9 set one of the quest locations to a type1 house, but since this type of house can not be found in all towns, this may result in a missing quest location, causing the quest to be broken as well.
- The altered quest location has been set back to a type2 house, as it was already set in the original quest, but the location picking with the rebuilt quest works far better.
- Due an oversight in the quest dialog, the town where the noble stays will not be revealed. If the noble is the adversary of the quest culprit, than the quest can not be completed.
- The issue with the quest dialog has been fixed, together with another minor dialog issue regarding the first location of the witness.
- The player could ask for the second location where the witness is staying from the start of the quest.
- Now the player can only ask for this location if he has found the witness at the first location.
- K0C30Y03
- The time limit counter for this quest is not started, thus the quest will remain active until it is completed successfully.
- The time limit counter is now triggered at the start of the quest. The original time limit was 20 days 21 hours and 40 minutes, but it was altered to 30 days for more clearance.
- The player could ask for any quest related NPC once he arrives in the respective town.
- Now the player can only ask for quest related NPCs once somebody mentioned them to him, except the banker, who is already well known from the start of the quest.
- Due game-internal issues the whore could be absent from the place she e.g. the guard mentioned to you.
- Now the house where the whore is staying is explicitly defined, she will be there for the whole time and the door(s) of this house will be unlocked for the duration of the quest. In addition, the quest-text was slightly altered to work with these modifications.
- The bribe for the whore should be 10 gold pieces, as mentioned in her letter and by the guard. However the game expects a bribe of 7500 gold pieces. However the bribing in the original quest is broken and doesn't work at all, therefore the whole transaction (money for information) can not be done.
- The bribe was reduced to the correct sum of 10 gold pieces and the bribing works now as intended. The whore will also refuse to help the player in case he has less than 10 gold pices.
- In case the player doesn't choose to give the whore the bribe, it is taken from him nonetheless, but it is returned back immediately. This is the way how the game-engine handles giving/getting quest related objects via a message-box. However the bribe the player gets back is still flagged as quest object and may disappear from the inventory once the quest is over and it wasn't added permanently to the player's wallet, by dropping it to the ground and picking it up again.
- The returned bribe was made permanent, it will no longer disappear once the quest is over, but the dropping and picking-up must be still done to get the gold back into the player's account. Taking it directly from the inventory will cause it to disappear for good.
- The whore mentions a nonsense location where she once met the quest culprit earlier.
- Although this location is not relevant to the quest, it was corrected to the location where the culprit's house is located.
- The journal entry one gets after speaking to the whore contains a wrong location for Chulmore Quill who should be contacted next.
- This wrong journal entry has been corrected to the true location, a tavern in a random town.
- The original quest places the deed at dungeon 2 and the gold brick at dungeon 1, but according to a letter of the quest culprit, it should be contrariwise.
- The placing was correct according to the letter, deed at dungeon 1 and gold brick at dungeon 2.
- An unused threatening letter from the culprit was reused. The player will get it 25 to 50 in-game minutes after the quest was started.
- The unused quest-dialog for the banker was reused.
- The unused quest-dialog for the rock, found in the culprit's house, was reused.
- Some unused references were removed from the quest file.
[edit] Nobles
- R0C30Y25 -- (already repaired by Donald Tipton's Patched Quests)
- The note which should reveal the location to the Coven of the Tide points to the wrong location, hence the coven will never be marked on your map.
- This issue has been fixed and the Coven of the Tide in Myrkwasa is now revealed on your map once you read the note.
- R0C4XY23 -- (already repaired by Donald Tipton's Patched Quests)
- The note which should reveal the location to the Skeffington Coven points to the wrong location, hence the coven will never be marked on your map.
- This issue has been fixed and the Skeffington Coven in Phrygias is now revealed on your map once you read the note.
[edit] Covens
- Q0C00Y04
- The potion does not disappear once you use it, which gives you the opportunity to complete the quest successfully.
- The potion will now dissappear after you use it.
- Q0C00Y06
- The dungeon where you can find the Vampire Ancient is missing from your journal entry.
- The name of the dungeon has been added to your journal entry.
- Q0C00Y07
- The group the imprisoned victim belongs to is set to the commoners of the current region, but this can result also in a male victim.
- Since some in-game text can not be adapted to work correctly for male and female characters, the group the victim belongs to is now set to The Prostitutes. Thus will assure the victim will always be a female character.
- Q0C0XY02
- The in-game text of the quest is designed for a male victim only, although the victim can also be a female character.
- The in-game text has been modified by using gender specific string-variables, the in-game text displays now the correct personal pronouns depending on the victim's gender. An exception is "he/she", although the correct string-variable is used, the game always translates it as "he". The reason for this behavior is not known.
- Q0C4XY04
- Probably due some bad op-code in the questfile, the game doesn't recognize if you already have a Daedra's heart. The Daedra will still appear even in case you already plucked a heart. In the worst case this behavior can result in a situation where the heart you already have is not recognized as the quest object by the questgiver. Thus preventing you from completing the quest unless you have the heart of the one Daedra which appeared recently.
- The game will now recognize when you have plucked a heart, thus preventing any Daedra from appearing afterwards and making the heart you already have the quest object.
[edit] Daedric Quests
- W0C00Y00
- In the original quest you could attack and kill the noble once you got the magical item from him. And although Hermaeus Mora's worshiper takes the item from you, you still have completed the quest successfully, by killing the noble.
- Since the original idea of this trade is to exchange the magical item for the noble's life, the noble will now disappear once you got the magical item from him.
- The wrong quest reward, a random book, is shown in your journal.
- This journal entry has been corrected to the proper reward, the Oghma Infinium.
- A duplicated dialog entry was removed and other minor modification to the in-game text were done, however some uncorrectable errors, caused by the game-engine, with the quest dialogs still remain.
- X0C00Y00
- The journal entry of this quest has a horrible layout.
- The entry's layout has been fixed, but no other changes were made to this quest.
[edit] Quest Patch
DFQFIX (currently work in-progress)

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