That would be great mod, if you could add few city guards there. There is a purpose why this gate is been "board". From Elder Scrolls Wiki:
One of the gates to Riften is boarded up. A path leads from the boarded gate to the Morrowind border, although the border gate is not traversable. Although according to the official game guide, that gate was boarded up due to a large amount of casualties from bandit attacks that happened right outside that gate. See Riften, in the official paper guide for Skyrim, original edition.
My comment will honestly be close to forum necromancy, but future readers should note that the above comment use the skyrim wiki as a source, not any in game source. The skyrim wiki is often unreliable, in this case this is an out of game interpretation. I suggest to refer to the uesp in every lore instance, rather than the wiki.
Ok, drop the Skyrim wiki. What about common sense? Before (vanilla) looked like a closed (with planks) door. Now, it looks like a regular gate. So, it makes ultra sense to be guards there and guarding the door.
I was in the process of editing my post because I had some afterthough on my comment, and really didn't expect any answer in a few minutes on a 3yo post. I'll keep it as is for coherency. intended edit :"I have some doubt on the accuracy of the primary source of the wiki in this instance, the prima guide, since they are often made from pre release build and fluff up what they find ingame themselves." Beside the bandit on the WEST, I fail to remember any group near Riften. Note that I didn't initially comment on your suggestion, now If I were to examine it: -The minimal approach to reintegrate this gate as normally working would be at least one guard on each side; -this would go further than the minimalistic restoration intended in this mod. Ideally the whole garrison really need to be reworked which is outside this mod scope. - to me this place would have been an excellent place for an obligatory thaneship quest with an hint of flavorful guard corruption, to secure the Gate, or take part in the deal, perhaps stop some bandit attacks there as a random encounters. A missed opportunity but way further this mod aim. -Adding guard copies there should be an easy esl, if I don't find any mod to improve that element. I speculate Bethesda had planned more for this door but is was never even started in anyway.
If it were any other city I would've added a guard, but Riften specifically has the whole intro conversation that you're directed towards. In order to properly add a new guard I'd need to hook them up to that quest/scene and, in my opinion, that seemed a bit much for a mod that was only trying to add a new gate to Riften.
As-is the mod is very lightweight and I didn't want to compromise that. The city gate is simply locked until you go through the intro conversation.
Riften specifically has the whole intro conversation that you're directed towards. In order to properly add a new guard I'd need to hook them up to that quest/scene
That is a fair point and was my interpretation that this would be outside this mod scope. My "ideal solution" shouldn't be interpreted as any sort of demand or suggestion toward you but as an answer to andymash70's consideration. The two bandit at tumbleweed tower being the only criminal presence on the East, it never made sense to go as far as boarding up a trade point.
It was restored by JK Skyrim too but I removed it from that mod. There is a reason Bethesda didn't add that third Gate. For me it make Dawnguard area more secret and protected.
The Lore Reason for the closed gate are bandits. The Jarl dont even have the control over her capital town of Rifton. The soldiers and guards of rifton cant actually beat up the bandits wich permanently attacked the gate. The jarl decied because of that to close the gate permanently. If the player conquers the bandits forts and hideouts in the rift would it be also Lorewise make sense to open the gate agin.
This is grate thank you. I can believe after all this time. That area is fixed. Before all the dlc's Dragonborn, hearthfire, and dawnguard. There was a door ther but when you went though it it gliched out in horrer. colors section changed to red some vanished. It was bad. When i saw this i had to test it. Last i tested it was version 1.5.7 now i am in 1.6 something. Well it is gone now. The glitch bug is not there so i have down loaded this and now the old door from the first game is BACK!!!!!! AYAYAYAYAYAYAYAYAYYAYAYAYA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! AND NO GLICH WA HOOOOOOO!!!!!
Just installed it works well my follower went with me in and out of the gate. Dont know when they fixed the back glitch but i tested it before i installed your mod to see if it was still there and it was fixed. So for all you old players like me this will put it back. Thank you again good mod. Brings back the old days before the dlc's.
So... The reason there's no door there in vanilla is because the Jarl didn't have the manpower to guard all three gates from bandits, and the bandits had been getting so bold that they were actually attacking the city itself. She doesn't have the manpower because the Blackbriars and the Thieves guild have been sucking all the money out of the local economy...
So she simply ordered that gate to be boarded up. Wild, huh?
To open the gate midgame after the shadedown, here is a guide for noobs like me:
press ~ to open the console (or ^ on a german keyboard layout) click on the door while the console is open (you will see a number / id for the door) type unlock in the console and press enter
The door is unlocked now. You may have to look away from the door and look at it again to update the mouse over text. The companion teleportation works fine for me with the fixed city gate.
Thank you so much for this! I use a 'towns' only version of JK's Skyim and this compliments it perfectly. It restores that door nicely. I had done it myself, but your solution is nicer.
37 comments
There is a purpose why this gate is been "board". From Elder Scrolls Wiki:
What about common sense? Before (vanilla) looked like a closed (with planks) door. Now, it looks like a regular gate.
So, it makes ultra sense to be guards there and guarding the door.
Better?
intended edit :"I have some doubt on the accuracy of the primary source of the wiki in this instance, the prima guide, since they are often made from pre release build and fluff up what they find ingame themselves." Beside the bandit on the WEST, I fail to remember any group near Riften. Note that I didn't initially comment on your suggestion, now If I were to examine it:
-The minimal approach to reintegrate this gate as normally working would be at least one guard on each side;
-this would go further than the minimalistic restoration intended in this mod. Ideally the whole garrison really need to be reworked which is outside this mod scope.
- to me this place would have been an excellent place for an obligatory thaneship quest with an hint of flavorful guard corruption, to secure the Gate, or take part in the deal, perhaps stop some bandit attacks there as a random encounters. A missed opportunity but way further this mod aim.
-Adding guard copies there should be an easy esl, if I don't find any mod to improve that element.
I speculate Bethesda had planned more for this door but is was never even started in anyway.
As-is the mod is very lightweight and I didn't want to compromise that. The city gate is simply locked until you go through the intro conversation.
edit:
....and, the gate and guards only take effect after the dialog scene which directs you around the city. i have such mixed feelings about CRF.
PLEASE port if you can! 🥺
Just installed it works well my follower went with me in and out of the gate. Dont know when they fixed the back glitch but i tested it before i installed your mod to see if it was still there and it was fixed. So for all you old players like me this will put it back. Thank you again good mod. Brings back the old days before the dlc's.
So she simply ordered that gate to be boarded up. Wild, huh?