Eraris Verenim leave dialogue soft bricks quest with teleport

Type: 

Bug

Severity: 

Normal

Game version: 

Morrowind (Steam)

Concerns: 

TR_Mainland

Found in Version: 

Status: 

Description: 

So I wandered across Anbarsud not being at all aware there was a quest attached to it. I went inside, looted as I would any other place I came across with enemies, went pretty well as far as I could without encountering locked doors or pits of no return, and went back through the entrance. I come outside and Eraris Verenim is there to ask me to help him. (if he was there before, I didn't note it at all) I accept, not realizing he has an area he's not meant to leave. I Almsivi Intervention out of the area because my weight is nearing overencumberment, go sell things, take the silt strider back to Menaan, and travel towards the mine again. To my surprise, when I get to a certain point east of the tower and quarry the dungeon entrance is at, I get a dialogue from Eraris saying ""I'm sorry, <my player name>, I'm only interested in the mine. I'm not sure I like the look of that tower either." Needless to say, this is a rather jank implementation to start with, but it would be just jank if it didn't soft brick my quest (and game) as I decsribe below.

I have absolutely no clue why, but when I click the context goodbye, the dialogue pops up ad nauseum and soft bricks the quest progression- the issue is not fixed with load, it just happens the same way- it will just happen again when I get to the trigger (which seems to be in a line between and at the two roads east of the mine but not in any of the other relatively open areas around this point once you exit the quarry. I click the usual goodbye button for the dialogue box itself, the same happens. I've even tried a force closer script, it seems the game gets stuck in the check while this section of the quest is active.

Needless to say I did some judicious investigation into the matter to give those who will see this and act on it better information. As mentioned after a bit of digging for some troubleshooting and finding no one had reported this, my first port of call was the toggleai command in console- thankfully this worked as intended and would allow me to proceed on the quest. Going anywhere other than those roads does not trigger said dialogue, and in sheer curiosity I went all the way around and the dialogue would still trigger with him following me at that same point, and the both the context and dialogue goodbye worked fine, when he was following me- I even went around to the same place in case it was proximity-based just to see if I could manage to recreate the issue- it also worked fine.

To posit a few quest changes to break realism/immersion a little less easily: It makes far more sense that while Eraris is following you, he can still be told you have other things to do first so the player does not get the impression he will follow you wherever when the intent appears to be to keep him restricted to the mine and the quarry. Due to the topography the TR team has created in that area, may I suggest that that dialogue triggers around his general vicinity in an area boxing him into the quarry he spawns in at the minimum, possibly even done so you can only walk a few steps before it triggers? That way when he tells you he's only interested in the mine, he's making it clear this is his charge and he will not follow you further in a much less breakable fashion without the player needing to trek too far before discovering this.