"So, that's what the Hlaalu were after all along. Some ancient artifact! That means all this time our fears were justified -- there's no more iron to be found in this mine. Do you understand what this means, %PCName? If you find this artifact and take it to Tholer Andas, he will have no more use for us. This whole mine will be abandoned. We, the miners, we will be out of work with nothing but worthless Hlaalu company scrip in our pockets."
Leads to a dialogue loop when you reply "Nevermind."
In the quest about investigating the Death of an Agent in Menaan, the Khajiit Darra gives a clue about Mario being dropped into the pond. But the journal update says that she's suggested to search the house of the orc smith. Which she didn't.
This spot in Arvud (on the outside of the bazaar building just above the slave market): the way how this T_Imp_Furn_TapestryDragon_06 is bleeding into the alcove looks odd and too obviously cobbled to me, and the brazier might also be a little impractical in this place. Maybe this corner could be modified in some way.
Otori raiders quest (TR_m2_IL_RaidersOtori) gets stuck, because quest completion dialog checks for journal entry, rather than Lucrete's death. Lucrete can be killed before the quest start, and the journal entry only appears, if the quest has been started.
Either change the quest completion dialog, or enable him (and possibly other raiders) only on quest start.
The whole game freezes when talking to Merdon Dillmoon in his house (fighter guild quest)
in console i see the message:
[20:42:33.517 I] Loading cell Firewatch, Dillmoon Manor [20:42:33.517 W] failed to add local script TR_m1_q_Merdon because the script does not exist. [20:42:42.043 E] Error in frame: script TR_m1_q_Merdon does not exist [20:43:00.406 E] Error in frame: script TR_m1_q_Merdon does not exist
Guuljkha quest (TR_m2_FG_Hartise_Twilight) gets stuck, because quest completion dialog checks for journal entry, rather than Guuljkha's death. Guuljkha can be killed before the quest start, and the journal entry only appears, if the quest has been started.
Either change the quest completion dialog, or enable her only on quest start.
If your personality (and disposition) is below a certain level, the mother (Parnilla Marard) will just stay in a dialogue loop and will only stop if you choose the option to confess.