Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, Starfield, or Oblivion Remastered. Doing so will help everyone on all platforms.

Issue Data
Status: Confirmed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By BlackPete on May 28, 2025 9:22 pm
Last Edited By DarthVitrial on May 25, 2026 5:38 pm

Issue #35509: WE03: Thalmor sometimes get stuck outside the Embassy and don't unload

 
Something I've been noticing quite frequently is that the world encounter where three Thalmor escort a Stormcloak prisoner (WE03) causes the trigger box to not unload correctly after leaving the area. I was able to track the problem down and for whatever reason they seem to get stuck outside of the Thalmor Embassy. As mentioned, this causes the WE spawn point to stop working correctly. The only way to solve the issue seems to be to travel the Embassy and kill them. That shouldn't be necessary, though.

Comments

6 comment(s)
BlackPete said:
 
This could partially explain what I reported in: 34190.

Arthmoor said:
 
Quest WE03 has nothing to do with the Thalmor. It's the Dragon vs Giant quest.

BlackPete said:
 
Yeah, sorry. I meant WERoad03.

The same thing also sometimes happens with WE32.

BlackPete said:
 
In case it's not clear, here's a screenshot: https://postimg.cc/BXmdZYPR

I still can't figure this one out. Both of the encounters (WERoad03 and WE32) should unload after you've left the area where they originally spawn. If you don't kill them during the encounter, they almost always end up being teleported to this area outside of the Embassy. As mentioned, the WE spawn point will break because the quest often doesn't shut down until the Thalmor are dead.

Comment #4 Jul 29, 2025 5:54 am  Edited by BlackPete on Jul 29, 2025 5:55 am
DarthVitrial said:
 
I suspect it's because WERoad03ThalmorTravel package has the embassy as their destination.

BlackPete said:
 
That's the conclusion I've come to as well. After doing some additional checking over the last several months, certain world encounters have a destination package that works in a similar way as the two Thalmor ones mentioned. The WE triggers for all of these quests are supposedly meant to shut them down after the player leaves the area, and they do more often than not, but if there's package telling them to travel somewhere then that sometimes screws things up.

I'm not going to begin to understand why Bethesda didn't take spawn points breaking into account when they designed some of the quests this way. If or when the player does discover the NPCs at their destination and interact with them, the quest will almost certainly finally shut down. The problem is that the destinations for certain encounters are not obvious and the player may never discover where the NPCs' are located.

Comment #6 May 23, 2026 9:32 pm  Edited by BlackPete on May 23, 2026 9:40 pm
Showing Comments 1 - 6 of 6