OC bugs

This is one section of the list of bugs.

Smuggling Weapons for Moire
Game Version: 1.10.1115 English

Severity: Cosmetic

Status: Unknown

Description:

The game appears to randomly update your quest log regarding the "Smuggling Weapons for Moire" quest. It will say you're done even when there are still enemy Watchmen around.

Update: I think looting the containers may cause more Watchmen to spawn which could be the cause of this odd behavior.

Submitted By: Kianne

Bug Confirmed By:

Leldon's Coin
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

When you meet Leldon in the park and defeat him, the journal entry for the completed quest says that Leldon interrupted you while stealing the coin...even if he didn't.

Submitted By: Kianne

Bug Confirmed By:

Immortal Leldon
Game Version: 1.10.1115 English

Severity: Cosmetic

Status: Unknown

Description:

If you don't fight Leldon in his hideout when you steal the lucky coin, and you don't stumble over him in the park before you do the Collector's quest, then Ledon's quest gets stuck as unresolved in your journal forever.

Submitted By: Kianne

Bug Confirmed By:

Shandra's Farm
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

During the incident when Shandra is being attacked at her home and you are trying to rescue her, early on the enemies split into two forces, some of them heading for her house and some of them attacking you. The ones heading for her house are blue with a "talk" balloon. If you click on them, they do not say anything, but they stop moving and they get stuck there throughout the rest of the scenario. They are still there even after you come out of the house after it burns down. (This has no effect on how many enemies are inside the house when you go in.)

Submitted By: Kianne

Bug Confirmed By:

Duplicate Shard of Mental Bonuses
Game Version: 1.10.1115 English

Severity: Minor

Status: Unknown

Description:

It is possible to end up with a duplicate Silver Shard of Mental Bonuses. The second one is given to you when you first talk to Shandra after rescuing her from the githyanki. (You loot the first one from Zeeaire's corpse.)

Submitted By: Kianne

Bug Confirmed By: TheHappyEater

Neverwinter's Greatest Thief
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

During the "Neverwinter's Greatest Thief" quest, the servants ask you not to hurt them. Replying that you won't harm them shifts your alignment 0 points toward Chaotic.

Submitted By: Kianne

Bug Confirmed By:

Lord Nasher Cutscene
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

During the cutscene with Lord Nasher when the player character is becoming a squire, the king was standing in his throne (quite literally) and the camera kept focusing on the middle of his chest.

Submitted By: Kianne

Bug Confirmed By:

Daeghun Cutscene
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

After returning from the swamp after retrieving the first silver shard, there's a cutscene with Daeghun. Depending on the camera angle, it is sometimes possible to see the line of dead/wounded people behind him standing up momentarily before they all fall over.

Submitted By: Kianne

Bug Confirmed By:

Soldier's Story
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

Quite early on, the player learns that Lorne, the guy that Retta in West Harbor was asking about, is for some bizarre reason working for the bad guys. Yet even after learning of Lorne's mysterious treason, the player cannot complete the "Soldier's Story" quest. Going back to Retta doesn't produce any conversation points where you can tell her what you've learned about Lorne. You have to kill the poor sap before you are allowed to tell her about him. Yet, when you DO return to Retta finally, she talks to you as if you'd already had a conversation in the past regarding Lorne's betrayal, even though you didn't.

Submitted By: Kianne

Bug Confirmed By:

A Sage's Manse
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

During the "A Sage's Manse" quest where the thieves are holding Cormick hostage, failing the scenario (getting Cormick killed) and reloading from a quicksave (one that was saved in the Blacklake district but before triggering the scenario) causes Cormick to stand up instead of lie down.

Submitted By: Kianne

Bug Confirmed By:

A Sage's Manse (2)
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

During the "A Sage's Manse" quest, if you save Cormick's life and then heal him before talking to him, he still talks as if he's wounded.

Submitted By: Kianne

Bug Confirmed By:

Zinn Encounter
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

When in Act 2, it is possible to bump into the Zinn encounter even when not bound for Port Llast. (In my case, I had selected Duskwood as my destination.) Yet during the resulting conversation, when Zinn asks where you are headed, the only conversation option available (that doesn't dodge the question entirely) is "Port Llast."

Submitted By: Kianne

Bug Confirmed By:

Reviving the Construct
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

You can go to Duskwood and stumble across the Glowstone Water before you activate the quest to revive the Construct. Once you do this, the quest gets added to your journal, but its description mentions things such as Grobnar telling you things that he never did.

Submitted By: Kianne

Bug Confirmed By:

Crossroads Keep
Game Version: 1.06.973 English US/Canada

Severity: Cosmetic

Status: Unknown

Description:

It is possible to recruit Orlen for the keep, find him at the keep, talk to him at the keep...and then return to West Harbor (before its destruction) and find Orlen still there.

Submitted By: Kianne

Bug Confirmed By: