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gnarly1

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gnarly1

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MOD NAME---> Prowler's Profit: Immersive Clues to the Stones of Barenziah
VERSION----> 1.0
CREATED BY-> gnarly1 & Jaberkaty
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INDEX:

-> Requirements
-> About this mod
-> Installation
-> Uninstallation
-> Known Bugs & Issues
-> Version History
-> Incompatibilities & Saved game warnings
-> Permissions & Usage
-> Credits
-> FAQs


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REQUIREMENTS:
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Skyrim 1.9.32
Latest Unofficial Skyrim Patch(es) recommended

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ABOUT THIS MOD:
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This mod adds a number of handwritten notes into the game which give clues about how to find each of the Stones of Barenziah. The idea for this was suggested by Jaberkaty on the official forums who wanted a more immersive method of searching for each stone and one that unfolds as you progress along the thieves guild quest path.

It's a reasonable gold sink as well, for the many players (myself included) who grumble about the abundance of gold in the game.

I've edited only vanilla assets. Only one stone was moved - refer to the FAQS section for more details. You shouldn't need to start a new game to use this mod but obviously if you've already finished the No Stone Unturned quest, there's no point installing this mod until your next playthrough.

It's possible for the holders of the notes to be killed and therefore those notes could be lost in your game. If that happens and you don't know where a few of the stones are, you could download a mod which adds questmarkers to the game for the No Stone Unturned quest and turn on the markers. Here's one: http://www.nexusmods.com/skyrim/mods/9385/?

If you do use a quest markers mod - note that the Proudspire Manor stone has been relocated. But don't worry, it's not too far away...

This mod has been cleaned with TESVEdit.
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INSTALLATION:
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Manual: extract archive to the Data folder in your Skyrim directory and tick the ProwlersProfit.esp on the datafiles window.

Mod Organizer and Nexus Mod Manager: follow the recommended install method.

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UNINSTALLATION:
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Manual: untick Prowlers_Profit.esp on the Datafiles window

To delete -> delete Prowlers_Profit.esp and "Readme_Prowlers_Profit.txt" from the Data folder

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KNOWN BUGS & ISSUES:
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Refer "ABOUT THIS MOD" section

Shouldn't be any bugs but PM me if there is.

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VERSION HISTORY:
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Current version 1.0

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INCOMPATIBILITIES & SAVED GAME WARNINGS:
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Always make sure that you backup your existing savegame before use.

Won't be compatible with any mod that changes the location of the stones.

May not be compatible with any mod that changes the Bard's College in Solitude, Ragged Flagon, chests in the Thieves Guild Headquarters or the personal inventories of the following NPCs:
-Tonilia
-Mallus Maccius
-Gulum-Ei
-Niranye
-Endon
-Enthir
-Atahbah
-Nelacar
-Rigel Strong-Arm
-Ahkari
-Ri'Saad
-Mercer Frey

Although if this mod loads after, it should be fine.

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PERMISSIONS & USAGE:
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Feel free to use this mod as you see fit, but give me credit where it is due.

If you use any of the content of the handwritten notes, correct attribution is to JaberKaty.

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CREDITS:
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Jaberkaty for the idea, content, creative input, playtesting and insisting on proper punctuation
The crew on the Quick Questions, Quick Answers thread at the Creation Kit Official Forum
GlassBoy for the Readme template
Bethesda

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FAQS: [WARNING!!! CONTAINS SPOILERS]
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Q: I can't find the notes!
A: Most of the notes are sold by the Thieves Guild fences which become available as you progress through the Thieves Guild questline. A few you may have to pickpocket. An observant, skilled and inquisitive thief should be able to find them all...

Q: Why did you move one stone?
A: I decided to move the Proudspire Manor stone because if the player is doing the No Stone Unturned quest before taking ownership of Proudspire Manor the mod would need to give the player access to the home. This would mean that the player could essentially use the home without buying it, which is not in the spirit of the game and many players would not like such an exploit.