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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Quests
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Arthmoor on Aug 8, 2012 1:55 am
Closed By Arthmoor on Aug 8, 2012 1:55 am
Resolution: Fixed

Issue #865: Temple of Kilkreath light beams never switched off

 
During the quest “The Break of Dawn”, when the player places Meridia’s beacon in the socket next to her statue, a cut scene is triggered in which the beacon is raised until it hovers between the hands of the statue and then activated to emit a light beam, which proceeds through several focusing crystals attached to the statues around the ruins that redirect it along the outer walls and finally into the temple. In another cut scene, after the quest has been finished, the beacon is switched off and drops back to the socket, which technically should result in the light beams switched off either, but they never are.

Related Issues: 31536  

Comments

6 comment(s) [Closed]
Arthmoor said:
 
Fixed for USKP 2.0.1.

Mubble said:
 
I think there may be a problem with this fix. Specifically the light beams around the balcony area which are supposed to be switched on as you progress through the temple now get switched on from the start, they switch off at the point where they should come on (when you're walking along the balcony from killkreath temple to killkreath ruins) and they switch on again at the end of the quest when the others turn off. The sound effect also keeps playing after the beam has gone.

Hexaae said:
 
<blockquote class="ipsBlockquote" data-author="Mubble" data-time="1395538377">
<div>
I think there may be a problem with this fix. Specifically the light beams around the balcony area which are supposed to be switched on as you progress through the temple now get switched on from the start, they switch off at the point where they should come on (when you're walking along the balcony from killkreath temple to killkreath ruins) and they switch on again at the end of the quest when the others turn off. The sound effect also keeps playing after the beam has gone.

</blockquote>
Confirmed bugs. This fix is wrong...
When I comment out in DA09script this USKP fix in fact everything works fine as expected with the crystal balls that get activated progressively...
It also breaks part of the quest: the 3rd Kilkreath door will now be opened because of the activated beams from the beginning.

The beams on the balcony and inside the temple should be switched off at the end of the quest, probably... or maybe not as the Meridia gem set in place at the end of the quest will continue to activate the other crystall balls by Bethesda original design (but in this case last door to Malkoran shouldn't be locked after the quest, and as you may notice the Meridia ball has no more light beam getting inside the temple under the pedestal).

(Hotfixed in my SMPC, waiting for the same counter-fix in the next USKP)

Hexaae said:
 
Maybe this bug has been opened because of a mere misunderstanding: the Meridia ball's beam goes deep down under its pedestal into the structure to the first gem inside the temple and then concatenates all the other balls to make the doors open progressively....
The balls on the balcony instead will be activated <u>by the player activated interior ball</u> that finally opens the exterior Kilkreath door 2 (26cfa) and continues to exterior door 3 (465a1) which finally opens, following the correct beam route...

Only fix that can be applied here is switching off the beams in the temple and on the balcony once the quest is complete. Maybe this was the original intent for this bugfix? :huh:

Hexaae said:
 
Another small bug to fix: when you enter for the first time the Catacombs of Kilkreath (door 465a2) the beam on the crystal is active but you have no sound, until you open/close menu. Just a 3D loading timing random issue?

Hexaae said:
 
Found the bug in your fix (DA09Script.psc): the block

;These two follower blocks added by USKP 1.3.2 (Bug #408) to prevent followers from becoming trapped inside the ruin once the quest is over.<br>
if( Follower.GetReference() != None )<br>
Follower.GetReference().MoveTo(PlayerRef)<br>
EndIf<br>
<br>
if( AnimalFollower.GetReference() != None )<br>
AnimalFollower.GetReference().MoveTo(PlayerRef)<br>
EndIf<br>
<br>
;USKP 2.0.1 - Bug #865: Turn off the beams.<br>
BeamTarget.Activate(BeamTarget)

should be moved into a "If GetStage() &gt;= 410" since the function movePlayerToEarth() is used twice in the game and beams on the balcony get erroneously activated the first time Meridia speaks to player.

I suggest also to seal once and forever all 3 doors to the temple when the quest is over. There are no known radiants associated with it and will be coherent with deactivated crystals (besides saving us from another fix to deactivate also the interior beams ;))

Another Bethesda bug in DA09Script:
the 2 instances within movePlayerToSky() and TeleportPlayerToSky():

Game.EnablePlayerControls(abFighting = false, abCamSwitch = false)

should be commented out or the player will be able to move when speaking to Meridia.

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