The Goblin Brutes found in Pagondha Cave have shields and attempt to use them to block, however they are missing a block animation and therefore give the player an error message when attacked with a melee weapon.
I realize these Goblins are just copies of the ones from the base game and therefore this effects them aswell however the ones in the base game don't have shields so it never comes up.
After helping the knights kill the daedric cultists in the quest Avenge the Knights, the knights don't appear back at Red Drake Inn in Helnim, meaning the only way to complete the quest is spawn them through the console.
should have the weapon be present as it being depawned makes it unrealistic and gamey that it spawns for the quest even though it is harboured in the shrine the entire time a per dialoge.
The pathgrid around the river gorge near Serynthul (cells 9,-19, 10,-19, and 10,-20) doesn't follow the current landscape or bridges, making the quest where you have to escort a mad Ordinator back to Serynthul a massive pain in the ass
In order to improve framerates near Old Ebonheart, we should remove creature spawn points that will be active when the player is in the city. From CMAugust on Discord:
It might be better to remove creatures from the active grid near the city. The crabs alone use 5 separate textures, which along with shadow maps means that the 4 in view cost nearly 100 draw calls.
The rat is worse, its tiny body is made up of 14 separate textures.