***IMPORTANT: IF YOU DOWNLOADED V1.0 OF THIS OPTIONAL FILE PLEASE DELETE & DOWNLOAD V1.1. I CORRECTED A DOUBLING OF ONE STONE***
I've added a second archive containing an esp which is compatible with mod "Non quest locations for Stones of Barenziah" by Globox68 (refer link below). It should be used instead of the main "Prowler's_Profit" esp and obviously only if you are using Globox68's mod which, as the title suggests, moves 3 of the stones so as to not be quest-locked.
The readme linked above is for the main file; the readme for the "Prowler's Profit NQ Compatibility" esp is in the archive.
http://www.nexusmods.com/skyrim/mods/33530/?
Note that this won't be compatible with the quest markers mod linked in the main file readme as 3 of the stones' locations have changed.
Something I don't understand, why is there an exploit regarding the Stone in the house? The stone is locked in there until you get the house. I see no problem here.
All right i have a problem but first il fill you in ive never had a problem with the stones quest at all in all my many play threws....i started a brand new game and added this mod(compatabilty patch) and the non quest location mod....i joined the thieves guild...then i found a stone..my journal updated saying to take the stone to vex...i take it to vex and there's no dialogue option about the stone at all.....now should i use the setstage console command or do you have better guidance to offer?
Well i dont know whats going on....i used the console commands from the wiki and nothing happens..ive tried removing this mod and nothing happens,ive tried removing both mods and nothing happens...ive tried the resetquest console commands and nothing happens.... i dont know what to do..this kinda bites i enjoy the stone hunt,i should have left it alone.
i found the gem i believe it was in the riften castle in the jarls room.
I know somethings really wrong in my game with this quest..the journal description is blank and the objective description says to take it to vex...but nothing happens and im able to drop the unusual gem or sell it..i dont think i could do that before.
Ok i just found mt 2nd unusual stone at dragon reach castle and i can drop it,sell it,put it in a chest but when i take it to vex....the quest does not continue..im storing them in a chest till hopefully something is fixed or i get some help...
Prowler's Profit NQ Compatibility v1.1 Non quest locations for Stones of Barenziah v1.0
I grabbed the Stone from Windhelm, went to Riften, started the TG quest then continued through the questline until Vex would let me talk to her ie after the meeting with M & B, spoke to her about the Stone, quest updated fine and my inventory now recognizes the Stone as a Stone of Barenziah, not as the default "unusual stone". So, I'm not sure what the problem is but didn't you have another mod that changed the TG?
Same thing is happening to me. I have 4 stones but no option to ask Vex about them. I can however sell them and/or drop them. I tried console commands but it didn't change anything apart from advancing the quest but saying I have "[...] of [...] stones". I tried setting the numbers manually through console but that didn't change anything and when I picked up the stone at the jarls quarter in Riften it didn't registrer as a new found stone. I have "Non quest locations for Stones of Barenziah" and "Thieves Guild Requirements - No Auto Quest Start Brynjolf" installed but nothing else that touches the Thief Guild - at least not anything that openly says so.
I'm not sure what else I can do other than comprehensively proving (see above) that this mod & NQ Compatibility do not cause the problem with Vex. What I will do, however, is run the same test above but with Thieves Guild Requirements also included and see if I can replicate your issue. I'll post a result here after I've done that...
I've found the cause of the problem: Non-Quest Compatibility conflicts with Thieves Guild Requirements causing the Unusual Stone quest not to initiate when you pick up an unusual stone and therefore Vex does not offer you the dialogue option regarding the unusual stone. My mod, Prowler's Profit, works fine with TGR, i.e. the quest initiates and Vex offers you the option to talk to her about the unusual stone. So it appears the problem is with NQ Compatibility.
Note I tested this with all 3 mods (using my alternate .esp), then with just my mod (the main .esp) and TGR and then with NQ Compatibility and TGR.
OK well I don't think that it can just be put down to Thieves Guild Requirements - I don't have that loaded and I am getting the same issue - not dialogue option with Vex, no quest updating and the stones still listed and unusual stone. I do get the option to acquire unusual notes but otherwise nothing.
Given that I have built this play through around doing this quest this is somewhat of a problem!
Has anyone else found any other conflicts or ways around this problem??
I have tried deleting both mods - nothing changes, setstage doesn't seem to help and I have now run out of ideas
I love the idea behind this mod and would really love to make it work
Hi, sorry for the late reply. The problem may be with another mod you have installed. Do you have any other mods installed that affect the Thieves Guild or the TG questline?
I'm having a similar issue, where Vex didn't have the dialogue for the Stones. I was able to use setstage TGCrown 20 to advance the quest without talking to her, but the stones are all still listed as "Unusual Gem" in my inventory, and whenever I pick up a new one, the No Stone Unturned quest update is "[...] / [...] Stones Located" (I forget the exact language, but it doesn't show the numbers, just the [...] instead).
I am using several mods though that affect the TG questline:
* Thieves Guild Requirements * Sell Unusual Gems * Non Quest Locations for Stones of Barenziah * Prowler's Profit Immersive Clues - NQ Compatibility Patch
Also using Even Better Quest Objectives, which edits the text of quest dialogues, although I'm not sure if it touches No Stone Unturned.
If it helps with troubleshooting, I used to use Thieves Guild Requirements, Sell Unusual Gems, EBQO, Quest Markers for Stones of Barenziah, & Freedom of Speech, and did not have this problem with the quest. I dropped Quest Markers in exchange for your mod (which I am loving so far, BTW), and I dropped Freedom of Speech for the Non Quest Locations mod (FoS also changed word walls and was a little buggy with the DLCs)
I can't say for sure how/if these issues will impact the quest end once I get all 24 stones; I'll come back and update eventually when I reach that point, although it'll likely be a while as my rogue gets easily distracted. ;-)
I have a question....i just went and joined the thieves guild for the first time in my game and i went threw all the guilld chest in the cistren and i didnt find 1 note...is that bad,i have seen them on people.
Without giving away too much, you need to do the Thieves Guild questline for the notes, which you have to anyway for the No Stone Unturned quest. It was necessary to move one of the stones as leaving it where it was could've created an exploit which was a little unbalancing and unimmersive. You're correct - it could conflict with another mod that changes the locations of the stones, for example, but you shouldn't use that mod with this as the notes refer to the vanilla locations, with the exception of the relocated stone.
I've updated the readme with better answers to your questions under the FAQs section.
If you find a mod which does conflict, let me know & I will look into making a compatible version.
I have the quest markers mod merged into a fix mod, but may remove that part now, as this sounds much, much better. TBH, I hate quest markers, but NSU was a nearly impossible quest w/o it. This sounds much more manageable. Will try soonest. TY.
And some of the stones are quest-locked in vanilla so I think it's a poorly thought out and implemented quest in general. Thankfully there's another mod on the nexus that fixes that. I might create a version of this mod that's compatible with that. Hope you enjoy this in the meantime!
Worst part of the NSU quest was the lack of clues, but second is that that one is in a key-required LOCKED LOCATION that you have to have a specific play style (not obviously Stormcloak) to access, along with heaps of gold.GJ Bethesda.
38 comments
I've added a second archive containing an esp which is compatible with mod "Non quest locations for Stones of Barenziah" by Globox68 (refer link below). It should be used instead of the main "Prowler's_Profit" esp and obviously only if you are using Globox68's mod which, as the title suggests, moves 3 of the stones so as to not be quest-locked.
The readme linked above is for the main file; the readme for the "Prowler's Profit NQ Compatibility" esp is in the archive.
http://www.nexusmods.com/skyrim/mods/33530/?
Note that this won't be compatible with the quest markers mod linked in the main file readme as 3 of the stones' locations have changed.
i dont know what to do..this kinda bites i enjoy the stone hunt,i should have left it alone.
i found the gem i believe it was in the riften castle in the jarls room.
Prowler's Profit NQ Compatibility v1.1
Non quest locations for Stones of Barenziah v1.0
I grabbed the Stone from Windhelm, went to Riften, started the TG quest then continued through the questline until Vex would let me talk to her ie after the meeting with M & B, spoke to her about the Stone, quest updated fine and my inventory now recognizes the Stone as a Stone of Barenziah, not as the default "unusual stone". So, I'm not sure what the problem is but didn't you have another mod that changed the TG?
I have "Non quest locations for Stones of Barenziah" and "Thieves Guild Requirements - No Auto Quest Start Brynjolf" installed but nothing else that touches the Thief Guild - at least not anything that openly says so.
/Stefan
Note I tested this with all 3 mods (using my alternate .esp), then with just my mod (the main .esp) and TGR and then with NQ Compatibility and TGR.
Given that I have built this play through around doing this quest this is somewhat of a problem!
Has anyone else found any other conflicts or ways around this problem??
I have tried deleting both mods - nothing changes, setstage doesn't seem to help and I have now run out of ideas
I love the idea behind this mod and would really love to make it work
Any help greatly appreciated
I am using several mods though that affect the TG questline:
* Thieves Guild Requirements
* Sell Unusual Gems
* Non Quest Locations for Stones of Barenziah
* Prowler's Profit Immersive Clues - NQ Compatibility Patch
Also using Even Better Quest Objectives, which edits the text of quest dialogues, although I'm not sure if it touches No Stone Unturned.
If it helps with troubleshooting, I used to use Thieves Guild Requirements, Sell Unusual Gems, EBQO, Quest Markers for Stones of Barenziah, & Freedom of Speech, and did not have this problem with the quest. I dropped Quest Markers in exchange for your mod (which I am loving so far, BTW), and I dropped Freedom of Speech for the Non Quest Locations mod (FoS also changed word walls and was a little buggy with the DLCs)
I can't say for sure how/if these issues will impact the quest end once I get all 24 stones; I'll come back and update eventually when I reach that point, although it'll likely be a while as my rogue gets easily distracted. ;-)
http://www.nexusmods.com/skyrim/mods/48473/?
it basically affects the guild once you've completed the reputation quests and main quest(thieves) i believe...im not even sure it affects chest.
I've updated the readme with better answers to your questions under the FAQs section.
If you find a mod which does conflict, let me know & I will look into making a compatible version.
Worst part of the NSU quest was the lack of clues, but second is that that one is in a key-required LOCKED LOCATION that you have to have a specific play style (not obviously Stormcloak) to access, along with heaps of gold.GJ Bethesda.
Now that you've done this, it's hard to believe no-one thought of it sooner. Awwwwwwesome, thanks for sharing.