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Issue Data
Status: Fix Pending
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Actors & AI Packages
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By BlackPete on Sep 4, 2024 8:30 pm
Last Edited By DarthVitrial on Mar 15, 2026 4:09 pm

Issue #34337: Robber's Gorge: Two bandits have odd behavior

 
Two bandits (00078B02, 000EE52C) at Robber's Gorge don't attack along with the rest. Instead, they just stand in place warning you not to come any closer. When engaged they sometimes flee and say something along the lines of "I'm getting out of here." While this seems unusual, I'm not 100% positive that they weren't set up that way deliberately for some reason.

Comments

8 comment(s)
BlackPete said:
 
I should probably have mentioned that I didn't pay the toll, so there's no good reason (at least in my mind) why they don't turn hostile along with the rest.

Something I did notice is that the aggression level on their template (dunRobbersGorge_LvlBanditGuard) is set to "unaggressive," which might explain the behavior.

Comment #1 Nov 12, 2024 4:42 am  Edited by BlackPete on Nov 12, 2024 4:43 am
DarthVitrial said:
 
The aggression is set by a linked DefaultSetAVTrig, maybe you bypassed that.

BlackPete said:
 
These two bandits have always acted like this, so I can't see how that would be the case.

It looks like EE530 is the only DefaultSetAVTrig at this location and it's placed over a gate. Opening the gate seemingly has no effect on whether 78B02 becomes hostile even though he is linked to the trigger box. Not sure if this matters, but one of the other bandits in the camp always opens that gate before the player could have a chance to do so. It looks like EE52C isn't linked to anything besides some patrol markers.

If I was to guess there probably isn't much that can be done about the behavior of the bandits at this camp, since even the part of the quest where a bandit is supposed to stop you and demand a toll doesn't work most of the time (and there's been one or maybe two attempted fixes for that).

BlackPete said:
 
Oh, was I supposed to provide a save or some other type of additional information? For some reason I received an email indicating that this ticket needs further feedback. Not sure exactly what else to say at this point unless you guys have more questions.

DarthVitrial said:
 
Either a save file or a papyrus log from where it happens would be super helpful

DarthVitrial said:
 
OK, this may fix.

1: Incorrect conditions on forcegreet pack. it was checking for stage 10, but depending on whether you approach from north or south the stage can be 10 or 11.

2: Overly-strict conditions on the "approach with weapon" packs. They require the distance to be >1300 from the player, but I placed an xmarker at some of the entrances of the triggerboxes to test and the distance can be around 1200. I set to 1000 flat just for safety's sake, can be tweaked if needed.

3: Missing properties on 000B93FD. Bethesda filled the properties on all the other triggerboxes in there (autofill + manually uncheck Do Once) but I guess they forgot to fill it on this one.

Comment #6 Mar 15, 2026 4:08 pm  Edited by DarthVitrial on Mar 15, 2026 4:16 pm
DarthVitrial said:
 
Additional fix: the robbers gorge quest is a Change Location event, but it looks like bethesda put some triggerboxes for that quest in cells without a location record. I tried resizing the triggerboxes but I couldn't get them to fit without them getting too small to trigger on time, so I added those cells to the location. None of those cells contain any actors or reftypes or anything anyway so it doesn't change anything except for ensuring the quest starts on time.

Comment #7 Mar 15, 2026 4:16 pm  Edited by DarthVitrial on Mar 18, 2026 1:13 pm
DarthVitrial said:
 
One more fix. 000EE52C and 00078B02 were not inheriting the script from their parent record because of an incorrect flag on the parent record.



Attached Files:

34337.esp

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