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This could partially explain what I reported in: 34190.
Quest WE03 has nothing to do with the Thalmor. It's the Dragon vs Giant quest.
Yeah, sorry. I meant WERoad03.
The same thing also sometimes happens with WE32.
The same thing also sometimes happens with WE32.
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.
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
I suspect it's because WERoad03ThalmorTravel package has the embassy as their destination.
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.
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
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