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Dismounting at city gates?

Zephiran23
Zephiran23
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Is there an advantage to how the game runs by forcing players to dismount when entering some cites? Doing the Jester's Festival at the moment, dismounting then having to resummon your mount every time you pass through Daggerfall's gates is aggravating. Yet you can ride with no problem on Auridon or in Stonefalls.

The 2 most recent cities - Solitude and Markarth don't give you a choice as they are instanced, but this wasn't the case for the previous year in North or South Elsweyr

Obviously there's the timesink, but adding a couple of seconds to the time taken doesn't seem to be enough to counter the loss of quality of life factor it creates.
  • Reverb
    Reverb
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    Something changed a few patches ago that caused dismounting when going through gates in Daggerfall and Wayrest. There’s zero reason for it and it’s maddening.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • MerguezMan
    MerguezMan
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    I'd really like to see pets disabled in cities, so if this gate could also turn off all those matriarchs and bears, I'm ok with dismouting.
  • RedMuse
    RedMuse
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    Reverb wrote: »
    Something changed a few patches ago that caused dismounting when going through gates in Daggerfall and Wayrest. There’s zero reason for it and it’s maddening.

    But not al of the gats. Like you can go through the one in Wayrest, nearest to the Undaunted enclave without being unseated, but not the others. And sometimes you'll get unseated in ocerland going under an arc or a branch overhead.
  • Danikat
    Danikat
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    MerguezMan wrote: »
    I'd really like to see pets disabled in cities, so if this gate could also turn off all those matriarchs and bears, I'm ok with dismouting.

    But it doesn't stop anyone riding around the city, it's not like the crafting area in Alinor where you can't mount up inside, it's just an invisible line across the entrance which dismounts you (going both ways), then you have to mount up again immediately after.

    If it was an intentional decision that mounts and combat pets aren't allowed in cities that would be an entirely different conversation. This one is more like a random bug.
    PC EU player | She/her/hers | PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    "Remember in this game we call life that no one said it's fair"
  • OldManJim
    OldManJim
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    It also happens at the southern gate to Shornhelm near the traders.

    It’s very annoying.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • Auth3nticGlitch
    Auth3nticGlitch
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    I hate it, no reason for it it all, at least IMO. This is actually worth complaining about on the forums, instead we have people mad that Mournhold being boring and transmute crystals too easy to get.
  • etchedpixels
    etchedpixels
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    I hate it, no reason for it it all, at least IMO. This is actually worth complaining about on the forums, instead we have people mad that Mournhold being boring and transmute crystals too easy to get.

    File bugs for them.
    Too many toons not enough time
  • phantasmalD
    phantasmalD
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    I'd add to this that where you can and can't mount is pretty inconsistent in the first place.

    Like of the top of my head: you can use your horse in King's Haven Pass, but not in Archon's Grove (both are Summerset delves)
    You can mount up in Greymoor and Reach section of Blackreach, but not in the Eastmarch portion.
    You can ride your steed in the outside area of Bloodroot Forge, but not in Falkreath Hold (dungeons from the very same DLC)

    A consistency pass on mounting rules would be most welcome.
  • Auth3nticGlitch
    Auth3nticGlitch
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    I hate it, no reason for it it all, at least IMO. This is actually worth complaining about on the forums, instead we have people mad that Mournhold being boring and transmute crystals too easy to get.

    File bugs for them.
    Never knew it was a bug, just assumed they had weird reasons for doing it, I doubt anyone would file a bug report for transmute crystals being easy to obtain or Mournhold being boring. But now that a few people here agree that its possibly a bug I do believe I'll report it.
  • waterfairy
    waterfairy
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    seems like they might be planning on no mounts in cities
  • JanTanhide
    JanTanhide
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    I concur, it's just dumb to do that to us.
  • RedMuse
    RedMuse
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    I hate it, no reason for it it all, at least IMO. This is actually worth complaining about on the forums, instead we have people mad that Mournhold being boring and transmute crystals too easy to get.

    File bugs for them.

    Been doing that for what, nearly six months now, from when this bug first appeared. The net result? Zero of these fixed. If anything they have in that time multiplied. As I prefer not to get any more of these illogical unseating points I may stop now so I won't have more of them.
  • waterfairy
    waterfairy
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    RedMuse wrote: »
    I hate it, no reason for it it all, at least IMO. This is actually worth complaining about on the forums, instead we have people mad that Mournhold being boring and transmute crystals too easy to get.

    File bugs for them.

    Been doing that for what, nearly six months now, from when this bug first appeared. The net result? Zero of these fixed. If anything they have in that time multiplied. As I prefer not to get any more of these illogical unseating points I may stop now so I won't have more of them.

    yet they made sure to patch out that khajiit player wearing the face thing with the hood because welcomed bugs must be axed immediately- zeni logic
  • Pyr0xyrecuprotite
    Pyr0xyrecuprotite
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    The forced dismount at the entrance to Daggerfall City is new since last year's Jester Festival, and rather annoying. I'm unsure if it's a bug or an intentional way of slowing you down so that the Guards can arrest anyone with a bounty. :)
    There's another thread that lists a bunch of locations that unexpectedly dismount you - somewhere.
  • Dojohoda
    Dojohoda
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    The forced dismounting is annoying. I've since got into the habit of mounting immediately after being dismounted and many times this causes my character to be under the mount which amuses me by a lot.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Vevvev
    Vevvev
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    I made a thread on it a couple patches back and we're still suffering through it. Wish they would fix this bug already :disappointed:
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • danno8
    danno8
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    Waaaaay back when the game was first released you would get dismounted under practically any arch or overhead structure of any kind.

    They eventually patched them all out but every once in a while a new one pops up. I would just /bug them and move on.
  • Kalik_Gold
    Kalik_Gold
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    Fix please, also happens in Cyrodiil.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • molyforest
    molyforest
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    This is so annoying and immersion breaking. It's not naturalistic, our characters would not really dismount in this situation. Why would they dismount when LEAVING a city? It's not fun, I just have to mount again. Please stop this happening
    Edited by molyforest on March 28, 2021 10:56AM
    BLOOD FOR THE PACT
  • Blacknight841
    Blacknight841
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    This is only natural and should have been like this from the beginning. No one wants to see some horse barreling through the city gates. These are civilized cities, not the Wild West. Please have some courtesy for your fellow necromancers trying to raise the dead in the streets in peace. We don’t need any horse trampling them. If you do need to use a horse within the city walls, please remember to walk not sprint.
  • KalyanLazair
    KalyanLazair
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    It's a bug. There is another location in Grahtwood, near Gray Mire Wayshrine as you go West, there is a root across the pathway that automatically dismounts you. It's been there ever since I started playing in 2016, and they haven't bothered to fix it. I presume it has to do with the textures they used in those locations which have the auto-dismount trigger.

    As for the pet issue, there are some quests inside cities that have combat, and Daggerfall is one of them. You just can't disable pets. I know they're a nuisance, but that's mainly the reason they can't forcibly remove them. I wouldn't mind howeveer if they would be unsummoned upon approaching bankers and crafting stations.
  • iksde
    iksde
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    This is only natural and should have been like this from the beginning. No one wants to see some horse barreling through the city gates. These are civilized cities, not the Wild West. Please have some courtesy for your fellow necromancers trying to raise the dead in the streets in peace. We don’t need any horse trampling them. If you do need to use a horse within the city walls, please remember to walk not sprint.

    only to be omitted by someone sprinting on foot with 200% speed with just mythic ring and new cp or even by nb in cloak with bonus seed in stealth along with these buffs

    yes, Im running at capped speed without even orc or mundus for this thanks to mythic ring and new cp or cloacking if need this without losing that speed
    Edited by iksde on March 28, 2021 3:44PM
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