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U50 Bug Reports for Thieves Guild Questline

ZOS_Kevin
ZOS_Kevin
Community Manager
Please report any issues you run into while testing the Thieves Guild in this thread. In general, we prefer you to use /bug in-game but if you’d rather submit a report here, please give us as much information as possible, including screenshots and/or video if applicable. Thank you!
Community Manager for ZeniMax Online Studio and Elder Scrolls OnlineDev Tracker | Service Alerts | ESO Twitter
Staff Post
  • Aliyavana
    Aliyavana
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    Quen does not spawn in the daggerfall inn in the first quest, so I am unable to progress further

    Edit: nvm i see it goes live tommorow

    btz68b8gaem3.png
    Edited by Aliyavana on 13 April 2026 22:03
  • Aliyavana
    Aliyavana
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    The zone update broke the waterfall under the bridge leading to castle daggerfall

    eswf7npoo017.png
  • KwamaEggMine
    KwamaEggMine
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    I'm having the same problem. Even when I go to the location indicated by the quest marker, Quen doesn't show up.
  • DoofusMax
    DoofusMax
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    Ditto on Quen not being there. I initially thought that it was perhaps due to Bastian's companion quest being in my journal with Quistley upstairs (and unsummoned Bastian waiting for me to do the dialogue), but I took care of that and no spawn. Zoned out and back in (Fargrave and back to Daggerfall), no Quen. Into and out of the inn room, no Quen. Quest marker says she's on the first floor, probably behind the screen with the desk and bookcase, but no Quen to interact with.

    EDIT: OK and "uhm, nevermind". Went back to look at the patch notes and the quest isn't available until 10am tomorrow (Tuesday). Does make me wonder why the initial part of the quest was active before the rest, though. Hopefully it will sort itself out tomorrow.
    Edited by DoofusMax on 14 April 2026 02:03
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • ZOS_JasonBarnes
    Hey all,

    Part of our delayed release testing turned up a bug that we’ve now fixed for PTS 2. The quest was opening early, but you couldn’t continue because it technically wasn’t turned on yet. Which is exactly why we test this stuff.

    That should now be properly enabled, and you should be able to continue the quest without issues.

    Also, for the rock pieces in the waterfall that decided to wander off, we’ve identified a fix for that too. With any luck, the waterfall should be back in business for PTS 2 as well.

    Keep the info coming. We’re watching it all. 😄
    Jason Barnes
    Associate Design Director (Content & Quests)
    Staff Post
  • KingArthasMenethil
    KingArthasMenethil
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    A visual thing but during "Codex and Cartel" the quest talks of a "Lion Guard Uniform" but the Lion Guard and the "uniform" is just Ancestral Breton. There is no use of the actual Lion Guard style ("Lion Guard Captain") at all during the Thieves Guild questline (and where any Lion Guard is used ingame from the Knights to their officers) so far which feels wrong when there's already a Lion Guard style.

    Questline progression at time of posting: Codex and Cartel
    Edited by KingArthasMenethil on 14 April 2026 15:38
    EU 2000+ CP
    Characters
    Gaius Sulla 50 Cyrodiil DragonKnight.
    Livia Sulla 50 Cyrodiil Nightblade.
    Divayth-Fyr 50 Dunmer Sorcerer.
    Ragnar Shatter-Shield 50 Nord Dragonknight.
    Selvia Sulla 50 Cyrodiil Templar.
    Attrebus Mede 50 Cyrodiil Warden.
    Zirath Urivith 50 Dunmer Dragonknight.
    Dame Edwinna Gelas 50 Breton Dragonknight.
    Agrippina Tharn 50 Cyrodiil Necromancer.
    Bedal Dren 50 Dunmer Dragonknight.
  • DoofusMax
    DoofusMax
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    More follow-up, but the quests seemed to be running properly this morning.

    Cosmetic issue which should probably be addressed at some point, but Quen does not look at you while you're in that initial dialogue with her. Either that or she's keeping an eye on Basil while talking to you because reasons. There are a couple of other dialogues where she's not-quite making eye contact, so perhaps it's partially just a Quen thing.

    Side-observation that the lower floor of the Rosy Lion sounds different than what's on the live server: more clear, less muddled. Is this something that also received a bit of polishing? If so, I noticed and I like it. If not, well, I guess my sound card is due for a checkup.

    Dialogue with Basil's daughter (forget her name) dropped three knock-out pouches into my inventory, but I could not find them to put them on the quickslot wheel. (EDIT: They went into Quest Objects, but they are not slottable Quest Objects)

    Josseline Madier is taking up Spencer Rye's mantle, which is fine. There is a missing dialogue response for when the player's Thieves Guild reputation is maxed. Alternatively and if their reputation is maxed, then there should be no option to ask about how to raise it. Those issues aside, she's working fine.

    Side-observation on the reacquisition missions, however. Three of the four of the Hew's Bane missions could be completely stealthed through with no combat encounters and no one being the wiser for your having been there except for the missing goodie. The grotto needs patience, a lot of very careful timings, and a couple of uses of the Blade of Woe, but it can be almost completely stealthed. The mission I picked up today was to retrieve the quill from Ilessan Tower. I snuck through the whole tower (had to kill some harpies) only to discover that the mission was actually "kill random Red Rooks until someone drops a quill." Not really in keeping with the Hew's Bane dailies.
    Edited by DoofusMax on 14 April 2026 17:48
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • KingArthasMenethil
    KingArthasMenethil
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    Quest stops at the "The Nowhere Keys". Quest doesn't advance when talking to Abrasia.

    7dthz5cjg9v9.png
    7vzgy5chqdd0.png
    EU 2000+ CP
    Characters
    Gaius Sulla 50 Cyrodiil DragonKnight.
    Livia Sulla 50 Cyrodiil Nightblade.
    Divayth-Fyr 50 Dunmer Sorcerer.
    Ragnar Shatter-Shield 50 Nord Dragonknight.
    Selvia Sulla 50 Cyrodiil Templar.
    Attrebus Mede 50 Cyrodiil Warden.
    Zirath Urivith 50 Dunmer Dragonknight.
    Dame Edwinna Gelas 50 Breton Dragonknight.
    Agrippina Tharn 50 Cyrodiil Necromancer.
    Bedal Dren 50 Dunmer Dragonknight.
  • DoofusMax
    DoofusMax
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    More follow-up regarding the second quest (the three leaders' tasks) and the transition into the third.

    For Seline's task in the basement, there is no indication of where the player is supposed to be going. Just "meet Seline at the vault entrance" or somesuch. And because there is no level map, it's mostly just blindly wandering around until the player accidentally stumbles onto the proper side passage (I found two and one was not the correct one). A level map would be very helpful here if you're only going to say "somewhere in this general area" for where we're supposed to go.

    Abrasia's task was a scaled back heist and quite enjoyable. Abrasia says that we're on a timer, but no visible timer like the heists give. Other than that, it was fine and I had a very good time with it. Khajiit is one with the shadows... just sayin'.

    Edwane's task played out very nicely. Other than the set-up to move the mages to an eavesdrop location (new mechanics?), it was a quick in-out-and-done. And yes, Khajiit completely cleaned out both mages' pockets after their conversation, mostly because he could (and a seasonal fencing challenge), but he likes Edwane more than the others and was kind of showing off.

    Now for some problems upon returning to the Thieves Den to turn in the quest. These are some major quest issues.

    1. Quen says that she wants to talk someplace where the three leaders can't overhear. Selecting the player response "Where do you want to talk?" dumps out of the conversation. Quen has a quest marker above her head, but reengaging with her does not pick up that conversation thread again. If there was additional dialogue, then there is a broken trigger in there somewhere. If there was no additional dialogue, then the "where do you want to talk" was unnecessary and could simply have been left at "goodbye."
    2. At the start of the initial dialogue for the third quest, Quen disappears when the dialogue presents a conversation branch about the various options. The three leaders begin their environmental dialogues, after which Basil steps into view with a quest marker over his head. The dialogue options from Quen's convo remain on screen, but none are interactable other than "goodbye," which closes that.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • KingArthasMenethil
    KingArthasMenethil
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    Quest stops at the "The Nowhere Keys". Quest doesn't advance when talking to Abrasia.

    7dthz5cjg9v9.png
    7vzgy5chqdd0.png

    Turns out the area was the issue. Coming from the north within the city causes that bug however entering from the south east gate works and quest advances normally.

    edit
    nicv9ai7o7dp.png
    Edited by KingArthasMenethil on 14 April 2026 19:27
    EU 2000+ CP
    Characters
    Gaius Sulla 50 Cyrodiil DragonKnight.
    Livia Sulla 50 Cyrodiil Nightblade.
    Divayth-Fyr 50 Dunmer Sorcerer.
    Ragnar Shatter-Shield 50 Nord Dragonknight.
    Selvia Sulla 50 Cyrodiil Templar.
    Attrebus Mede 50 Cyrodiil Warden.
    Zirath Urivith 50 Dunmer Dragonknight.
    Dame Edwinna Gelas 50 Breton Dragonknight.
    Agrippina Tharn 50 Cyrodiil Necromancer.
    Bedal Dren 50 Dunmer Dragonknight.
  • DoofusMax
    DoofusMax
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    Follow-up for the third quest.

    The initial discussion and dialogue after getting dropped out of Quen's dialogue tree went fine. There are some odd POV camera issues (like suddenly being at the foot of the table when not standing there), but nothing notable other than some kudos to the writers for including suitable dialogue for a character who has already completed Dresan Keep.

    One inside Dresan Keep, the initial puzzle of book placement wasn't very difficult to figure out. It's right at the sweet spot for a story quest puzzle and brute force book placement (only six possible combinations) would get someone there, too.

    Phynaster's challenge was also at just about that same level of difficulty and there is probably a punishment for guessing, but also only six possible combinations. Very odd animation of my character pouring potions onto the ground and then somehow the goblet miraculously has something in it when done.

    Dibella's challenge was weird. Not too difficult to figure out what the puzzle wanted (do some emotes), but the emotes have to be triggered through conversation with Abrasia, which is not immediately obvious. Doing them on your own accomplishes nothing.

    Zenithar's challenge is stuck-level weird. It's kind of obvious that the player is not supposed to pick the lock (or force it, one supposes). The "better to stand idle for a year" seems to be the pertinent clue, but standing in front of the chest while idle animations happen doesn't solve the puzzle, manually emoting idle animations does nothing, and none of the NPCs have any helpful dialogue like with Dibella's. I'm going to go back in and just stand there for five minutes hoping that Johnny Silverhand will suggest a solo assault on Arasaka Tower or something.

    EDIT: No luck on Johnny, but the pertinent bit is not the challenge dialogue. Rather it's the environmental dialogue about someone being too good with thieves tools. Stick a pick into the lock and let the timer run out so that you fail the lockpick.

    EDIT2: The rest of the third quest played out quite nicely with no obvious issues other than all the waterfalls seeming to be missing boulders and other terrain. Same problem at the end of this quest as at the end of the previous one with being dumped out of the last bit of Quen's dialogue after she finishes one or two sentences. The unusable dialogue options did not remain on screen this time, however.
    Edited by DoofusMax on 14 April 2026 20:47
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • erebus_79_ESO
    erebus_79_ESO
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    Just gave Quen the Nowhere key and she just steps away mid-dialogue (although quest complete)
    ozb9bcci2k0j.png
  • IviRo
    IviRo
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    The Nowhere Valt
    1 - A bug related to the quest where you choose a staff.
    2 - When an Atronach appears, an invisible portal opens to another bugged location.

    P.S. It's really cool to see Atronachs from Mirrormoor, but I don't think we're supposed to see them anymore, based on the timeline.
    1- fyaw54q7mh22.png
    2 - fc5h5dioopqc.png
  • ZOS_JasonBarnes
    Thanks everyone for the day 1 feedback! We're gathering this all up and passing it to the teams to investigate. Appreciate it as always.
    Jason Barnes
    Associate Design Director (Content & Quests)
    Staff Post
  • DoofusMax
    DoofusMax
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    Follow-up with notes on the fourth quest. Zero issues. Quest started just fine, progressed just fine, terminated just fine, including no dropping out of dialogue when turning it in. The whole conversation just segued neatly into the fifth quest. Well done! Side note that I'm really enjoying this quest line. Thus far it has been very well-written, well voice-acted, and everything that I would expect from a bunch of sneaks (well, except Abrasia, but she has her own charms). I'll come back and edit this one with notes for the fifth.

    EDIT: Notes for the fifth quest. No major issues. Quest started smoothly from the previous one, progressed smoothly, and terminated smoothly. It did not immediately segue into the next quest, however. Turning in the quest generated the reward and then terminated the dialogue. A couple of seconds later, the appropriate quest marker appeared to start the next mission. The only minor issue I encountered was the placement of the final grapple point to get to one of the captives. I had to kind of shoot through the next-to-last before the interaction prompt appeared. Not sure if I just took the wrong path to get there or it's poorly placed, but I got to where I needed to go and moved on. Also noting that the "Observation Point" interaction was not extremely intuitive. It's got a small "hit box" that took some fiddling to find.
    Edited by DoofusMax on 15 April 2026 00:23
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    The Yvierry staff in the first quest are supernaturally perceptive. They can be facing the opposite direction while I’m invisible and still see me - I am neither joking nor exaggerating this literally happened. 🫥
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • Aliyavana
    Aliyavana
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    The Yvierry staff in the first quest are supernaturally perceptive. They can be facing the opposite direction while I’m invisible and still see me - I am neither joking nor exaggerating this literally happened. 🫥

    They can see through invisibility potions too.
  • DoofusMax
    DoofusMax
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    Notes for the 6th mission.

    First part of the mission went fine, other than failing a 95% pickpocket attempt and having to kill the target (no "everyone disliked that" reminder but everyone disliked that).

    Second part of the mission mostly went fine with some cosmetic issues. First, Seline walks on water which is about knee deep for my character following the same path. Second, when we get to the gate which Seline is supposed to open, there is a "Talk to Seline" from the quest journal, but Seline does not get a "Talk" interaction until she's already begun picking the lock and she won't finish picking the lock until talked to (visual timings need adjustment). Third, the turn-in proc'd the appropriate achievement, but the icon was a "V" icon rather than a "VI" icon. The seasonal achievement for the eight story missions showed 6/8, so I know I wasn't miscounting; it's the wrong icon.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • erebus_79_ESO
    erebus_79_ESO
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    Can only choose the wrong staves
    7mw2gjrrn60h.png
  • DoofusMax
    DoofusMax
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    Notes for the 7th mission:

    Initial problem was that Quen blocks the view of the far right light pedestal for the light puzzle. Bigger problem was the Sage's Staff puzzle where there are three staves in the display cases, but the two which could be interacted with were both wrong; the correct staff had no interaction. Not really turning down the extra XP and for the infinitely spawning baddies (finally found challenge difficulty), but without being to interact with the correct staff, it's a quest-stopper and that's where I had to stop.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • erebus_79_ESO
    erebus_79_ESO
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    IviRo wrote: »
    The Nowhere Valt
    1 - A bug related to the quest where you choose a staff.
    2 - When an Atronach appears, an invisible portal opens to another bugged location.

    P.S. It's really cool to see Atronachs from Mirrormoor, but I don't think we're supposed to see them anymore, based on the timeline.
    1- fyaw54q7mh22.png
    2 - fc5h5dioopqc.png

    I took the invisible portal because I couldn't select the correct staff...I went to where I think the next challenge is, with Quen, but it's stuck. Quen doesn't react or start anything and there is no way back.
  • Erorah
    Erorah
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    I can also only select the two wrongs staves; the correct one, in the case as depicted above, is not selectable.
    Editor: UESP.net > HOUSING! 📔 https://en.uesp.net/wiki/Online:Furnishings
  • KingArthasMenethil
    KingArthasMenethil
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    I forgot to mention but there's a bug with Breton gatehouses that has returned that causes dismounts. There might be more but i'd need to check every arch
    EU 2000+ CP
    Characters
    Gaius Sulla 50 Cyrodiil DragonKnight.
    Livia Sulla 50 Cyrodiil Nightblade.
    Divayth-Fyr 50 Dunmer Sorcerer.
    Ragnar Shatter-Shield 50 Nord Dragonknight.
    Selvia Sulla 50 Cyrodiil Templar.
    Attrebus Mede 50 Cyrodiil Warden.
    Zirath Urivith 50 Dunmer Dragonknight.
    Dame Edwinna Gelas 50 Breton Dragonknight.
    Agrippina Tharn 50 Cyrodiil Necromancer.
    Bedal Dren 50 Dunmer Dragonknight.
  • Freelancer_ESO
    Freelancer_ESO
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    The quest rewards repeatedly mentioned Burning Spell Weave when it was actually Bahara's Curse

    3e61y26xvxpg.png


    The voiced dialogue talked about stopping Faolchu but I'm pretty sure the character I was on didn't do that and the written lines didn't match that.

    vdwi0z37docr.png


    Visual Bug during the Wolf Trap Quest

    5mfzj45shfq1.png

    I hit the same bug on the staff selection part of the quest as others have in the Nowhere Vault.
  • DoofusMax
    DoofusMax
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    I forgot to mention but there's a bug with Breton gatehouses that has returned that causes dismounts. There might be more but i'd need to check every arch

    That's apparently new in Daggerfall, but it's been happening at the central arch of the bridge from Dro-Dara wayshrine into Wayrest on the live servers. A quick check of both locations on both the live servers and PTS shows that it has stopped in Wayrest, but now happens in Daggerfall. The two are not the same assets, but the gateway into Daggerfall has Zenithar banners on PTS while the central bridge arch does not. But neither have any banners on the live servers, so -shrug-?
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • WhiteCoatSyndrome
    WhiteCoatSyndrome
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    Third quest - I’m using /dance by the statue and based on the NPC’s reaction I assume that was what I was supposed to do, but nothing happens - the quest does not advance, nothing appears, etc.
    #proud2BAStarObsessedLoony
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
    A useful explanation for how RNG works
    How to turn off the sustainability features (screen dimming, fps cap) on PC
  • DoofusMax
    DoofusMax
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    Third quest - I’m using /dance by the statue and based on the NPC’s reaction I assume that was what I was supposed to do, but nothing happens - the quest does not advance, nothing appears, etc.

    As a flaw in the mission structure, yes. If you want a clue, speak to someone standing nearby and the solution will become obvious.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • DoofusMax
    DoofusMax
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    As an additional concern which bears looking at, the initial start to the quest plays over and over and over and over and over and over. While on a different character and checking other stuff, here comes Quen, there's the quest marker, move off to check the thing I was checking, come back to the wayshrine, quest marker disappears, here comes Quen, there's the quest marker, move out of the area (not even zoning, just somewhere else in Daggerfall), come back, quest marker disappears, here comes Quen, there's the quest marker....

    Usually this stuff tends to play out once per day per character, or no more than once every couple of hours, but all it takes to trigger it again is just moving some distance away from that area behind the Rosy Lion and it will repeat when you come back. This is on the same level of annoying as Sorinne Gaerard used to be.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Aliyavana
    Aliyavana
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    I got a bounty for looting some gold from a stolen pouch inside the daggerfall thieves guild den
  • ZOS_JasonBarnes
    Hey all,

    Thanks for the continued feedback and reports. We’re still working through everything, getting it sorted and prioritized, and already have a number of fixes lined up for PTS 2. If you don’t see a specific fix in there yet, don’t panic. PTS 3 is usually where a lot of player-reported fixes start landing due to timing.

    As always, all the posting and reporting is very much appreciated.

    ~Jay
    Jason Barnes
    Associate Design Director (Content & Quests)
    Staff Post
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