Hopefully fixed this quest so that it doesn't has a high chance of breaking completely. I do think it has other issues too (and could be simplified), but looping if you kill the guards was the critical one.
There was a disconnect between the information given by the questgiver, and what's actually written into the journal. I've followed the suggestion by Denis and changed both to reflect that he only knows they are somewhere near Arvud, and that you should ask the locals. He also marks Arvud on the map now.
The slaves were in fact exact duplicates of each other, so I not only changed the name of the one outside, I also gave him a different head and hair, different clothes, and set a wander distance to make it look like he is working the corkbulb field.
The one at the Port Telvannis slave market I also renamed, and since I was at it I changed him to a Dagi-raht, because we don't have any Khajiit variations there and spreading new assets around old areas if it's an easy fix is good.
An update for the majority of the T_Cyr_Random_Weapon leveled item lists that haven't been touched in a very long time and therefor lacked many of the more recent-ish additions to TD, I tried making it as reasonable as I could, but please edit it however you guys see fit.
Implemented fixes to the bugs I've found (no bug reports):
- Added doors to the 3 rooms of the Thief/Warrior/Mage in Hlorandus, Lower Level - it was my original intention during the review, but I forgot. Added an urn with scrolls to the empty spot in the mage room. Locked two doors. Moved the walls with the doorjams because some pieces were caspering.
- Removed ownership from the bandit boss' room items in Hlorandus, Upper Level.
- Removed a wall seam from the storage room dividing wall in Hlorandus, Underground.