Issue Data
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Issue #27878: Oddly placed trigger zone controlling the amulet gates in Saarthal01
During Under Saarthal, there's the scene where you pull an amulet off the wall, which closes a couple of bar gates, which are then reopened upon equipping the amulet and blasting open the hidden door. Normally, the gates remain permanently open at this point.
If you tcl into the wall immediately to the left of the amulet holder thing [REFR:000B7465], or look at it in the CK, you'll find a hidden lever that controls those gates: [REFR:000BC8B8] (places NorLever01 "Lever" [ACTI:00021513] in GRUP Cell Persistent Children of Saarthal01 "Saarthal Excavation" [CELL:00015220]) Immediately north of the lever, there's also a trigger zone that does the same thing as the lever: [REFR:000B9771] (places TrapTriggerBox [ACTI:0007617A] in GRUP Cell Persistent Children of Saarthal01 "Saarthal Excavation" [CELL:00015220]) It's possible to (probably accidentally) trap yourself by hitting this trigger zone, which you can do in a vanilla game by grinding against the western wall immediately following the hidden door. The trigger zone is obviously invisible, so it's entirely possible to bump into it without realizing it, and for there then to be no obvious way to reopen the gates. Or, as the way this was found initially, for an Actor from one of my mods to clip their way through the wall in that specific area and hit the trigger zone in the process. Proposed solution: just flag the trigger zone [REFR:000B9771] as initially disabled. I verified that the amulet scene still plays correctly if this is done, but the trigger zone (correctly) won't respond to Actors anymore. |
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