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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Quests & Dialogue
Assigned To: Nobody
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By RobinHood70 on Jun 19, 2021 8:36 pm
Last Edited By Arthmoor on Feb 27, 2023 4:10 pm
Closed By Arthmoor on Feb 27, 2023 4:10 pm
Resolution: Fixed
Comment: Fixed for USSEP 4.2.9.

Issue #31442: High Gate treasure room inaccessible after leaving

 
I just confirmed a bug reported on UESP: if you leave High Gate after killing Vokun but before picking up Anska's scroll, when you return, the treasure room will be blocked off. (May be related to https://afktrack.afkmods.com/index.php?a=issues&i=235 )

Related Issues: 235  31685  

Comments

5 comment(s) [Closed]
Arthmoor said:
 
How was this tested? Issue #235 should have fixed this since we added a trigger box back in the day to specifically reopen these gates if they're closed and you came back after killing Vokun.

RobinHood70 said:
 
I had left right at the final stage (i.e., after being in the room, but NOT picking up the scroll) to sell off a bunch of loot, then I came back. I was able to duplicate it just now by going back to an earlier save, going through the entire dungeon, then getting the word from the Word Wall without picking up the scroll. I then fast-travelled to Riften, Solitude, then back to High Gate. By that point, the gate had reset (but not the rest of the dungeon) and didn't open. I also found another oddity in testing this, but it's not directly related, so I'll file a separate bug for that one.

Arthmoor said:
 
Could you upload the save where you're about to return to the dungeon so we can have a look at what's going on? Cause this really should not be happening with the trigger box we added years ago.

RobinHood70 said:
 
I have named saves of a bunch of other key points in the quest, so let me know if you need anything else. I've stripped all mods out of this except the patch and SkyUI (causes the game to crash if not present, so I had to keep it).



Attached Files:

QuestTake2NeedsSkyUI.ess

Arthmoor said:
 
This should now be fixed by way of Issue #31685. I think communication on the issue got crossed up because people in several reports were referring to 2 different puzzles entirely and we had only fixed the second one on Issue #235.

I've confirmed via an old save I had that you can indeed return all the way to the very end of the dungeon and that both puzzles will open with our bypass scripts once you've solved them the first time.

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