This mod does not use MCM and will not be updated to use MCM.
Any future posts requesting an MCM or complaining about the lack of MCM support will removed. Particularly obnoxious or repeated cases will result in the poster being blocked from this mod.
There are two ways to configure the mod, an in-game item you can activate and the console. Note that if you have a preferred set of options you can put them in a text file using the appropriate console commands and then run that file using the BAT command. I configure many of my mods that way (even some that have MCM support) because then it's just a matter of running one console command each time I start a new character rather than going through the various configuration menus each time.
IN-GAME CONFIGURATION CONTAINER
The special configuration container is a silver urn mostly hidden in the wall outside of the Whiterun gates. To find it turn left just before entering the Whiterun gates then walk into the small alcove just to the left of (and under) the stairs that lead up to the battlements. The silvery disk of the configuration urn is in the wall inside that alcove under the stairs and you'll have to look up slightly to reach it. I tried to put it in a space that wouldn't be too obvious and annoying but also to be somewhere you could reach.
A set of message boxes will show the current configuration and allow you to make changes. They aren't pretty but blame Bethesda for not allowing formatting in message boxes.
Changes the number of days delayed before the first dragon sighting. Changing the value after delivering the tablet but before the scene with Ireleth starts will reset the delay time starting from that moment. Using -1 will cause pause the quest and preventing the Ireleth scene from starting until you change it to something else later. Using 0 will let the Dragon sighting scene with Ireleth start as soon as you are in sight of Farengar. (Setting the value to 0 before giving the tablet to Farengar means the sequence will run just like in the original game.)
The default is: setpqv MQ106 NSFMQ_DelphineNoteDelay 9
Changes the number of days delayed before the note from Delphine is delivered. Like the previous delay value, if you change this after returning the Horn but before the courier starts hunting you then the new delay value will start with the command. Using -1 pauses the quest until you change it to something else and using 0 will give Delphine's note to the courier immediately. Even if you set this to 0 before getting the Horn you will still retrieve the Horn instead of finding the note from Delphine and the courier won't try to deliver the note until after you return the Horn to the Greybeards.
set NSFMQ_NoNegotiate to 1
The default is: set NSFMQ_NoNegotiate to 0
If set to 1, the Season Unending negotiation quest will be skipped. If set to 0, restores the original game decision about that quest.
setpqv MQ104 NSFMQ_PotionReward 0_1_or_2
The default is: setpqv MQ104 NSFMQ_PotionReward 1
Controls the reward given by Jarl Balgruuf. A value of 2 will always give the player a set of potions (like the standard Requiem reward). A value of 0 will always give the player an item of armor just like the original game. And the new mod default of 1 will give the player potions if the Alteration skill is higher than either of the armor skills so that mage characters don't end up getting a useless and heavy suit of armor just before heading down to fight a dragon.
Does it also stop the game from forcing me to kill the dragon in the watchtower? Because I play as a Cyrodilic Vampire, and I don't want to be the Dragonborn, but I also don't want to lock myself out of that in other playthroughs.
This isn't about preventing you from being the Dragonborn, but if you set the Dragon timer to -1 then the dragon will never appear at the tower. You can always choose to change it at some later point.
Been pulling my hair out over this for a while - I *could not* get the dragon sighting delay to actually work. It was instantly getting overwritten, which after some searching in here turned out to be a loose script overpowering the packed scripts in this mod's BSA. Specifically qf_mq104b_000261c.pex. The culprit (for me) was Immersive City Gates. Hiding its loose version of that script in MO2 immediately fixed the problem. Hopefully this helps if someone else has an issue with this particular combination of mods!
I can see why people wouldn't realize a mod about gates are modifying the main quest scripts. But that mod explicitly has a patch to make it compatible with this one, so it would be better to install that rather than just remove that script.
Had a strange hiccup. During the Horn of Jurgen Windcaller, Delphine's note is on the tomb and the horn is behind it. The quest log updates as though the horn isn't present - I can't turn in the horn in the tomb, or activate the tomb (as in previous playthroughs) and quest updates to "failed - retrieve the horn. Read the mysterious note."
Might just be a random Skyrim-does-weird-things bug, because I can't find any conflicts in SSEEdit other than descriptive text with Moon and Star immersion patch; not using anything else that really touches main quest except Andrealphus' Harder Thaneships [disables auto-thane at the end of Dragon Rising, but touches none of the others] and Paarthurnax - Quest Expnsion [which only changes scripts for MQPaarthurnax. Dungeons - Revisited does edit many details of the surrounding cell but doesn't alter the chamber where the horn itself rests [and theoretically, does not affect placement of objects therein].
Anyone successfully find or compile a shortlist of mods whose scripts may be in conflict around the changes NSFMQ makes to MQ105/105Ustengrav/106?
Base on both the horn and note being present and the fact that your journal is referencing the note, you have some mod that is providing a modified version of the QF_MQ105_000242BA.pex script. It could be a loose file in the Scripts folder or packed into a BSA file for a mod that is loading after Not So Fast - Main Quest.esp. You should be able to take the horn itself, but if not you'll need to take the note and go meet Delphine because this changes made by this mod have been overwritten.
When I created this mod there were no major mods that conflicted except Skyrim Unbound. Since then there seem to have been an entire set of mods that conflict in various ways.
I have the same issue and it seems to be due to Skyrim Unbound touching that script, since there's a file with the script's name in the Skyrim Unbound folder. It probably wouldn't be a very good idea to just delete that file, would it?
No. I have never looked at Skyrim Unbound because its approach to the main quest is so radical and it touches so many game scripts its a compatibility nightmare. From the description: That's pretty much the opposite approach taken by this mod, which tries to slow down the main quest not jump into it even faster.
I've always understood Skyrim Unbound to be primarily aimed at player's wanting to completely bypass the main quest and even possibly not be considered Dragonborn.
I had the same hiccup but I've managed to fix it. I manually downloaded the mod, unpacked it's zip folder then unpacked the .bsa file using the BSA Browser from NexusMods. Then I copy pasted all the sources and scripts into the Skyrim game folder. Unfortunately this doesn't work with a save that already has the Horn of Jurgen Windcaller quest active. I had to go back to an old save before I accepted the quest. I tested this works with some SetStage, COC and TCL trickery and I can confirm that the tomb is now activatable for me and you can proceed as normal. I've lost about 3 hours of play time but I'd gladly lose that if it means fixing a Delphine-sized plothole that drives me batty.
Previously I had tried loading this mod at the very end of my mod list but this made no difference. Unpacking the scripts and sources seems to have done the trick!
Edit: I can also confirm that this method works with Moon and Star Immersion Patch Edit #2: after I went back to an old save the Greybeards were broken and wouldn't continue "The Way of the Voice", Arngeir was perpetually stuck saying one line of dialogue even if you skipped the quest with SetStage console commands. I'm now in the process of restarting my game to avoid all this. RIP 30 hours of my time.
The only way unpacking the scripts would solve the problem is that some other mod actually provided unpacked versions of those scripts. You could have saved time and effort by simply loading this mod last and deleted the loose script files: MQ105TombScript.pex, MQ106DelphineScript.pex, QF_MQ104B_0002610C.pex, QF_MQ105_000242BA.pex, QF_MQ105_00032926.pex
Of course doing that you also potentially break whatever the other mod that provided those scripts was trying to do with them. So really, if you have those scripts from another mod you shouldn't be trying to use this one with it.
Is this safe to install mid playthrough? Or does it require a brand new save? I've just started a new character (Alternate Start - LAL), and haven't yet talked to Balgruuf for the first time. Thanks!
Yes, you can add it as long before you talk to Balgruuf the first time. You can also add it later, but not in the time between first talking to Balgruuf and killing the first Dragon or in the time between first talking to the Greybeards and completing the Ustengrav challenge.
I blundered into a mod conflict for modding the same issue twice at 3 in the morning and felt I should apologize to you as one of them. the other was At Your Own Pace and you can just imagine the conflicts there...
this completely destroyed my save and no amount of console commands or other main quest mods would fix it. dragon rising never started and i was never pointed in the direction of farengar to start. thought i'd use this to play through other mods without scrambling storylines together at random and it instead ruined everything.
It sounds as if you ran into compatibility problems. Any other mods that alter those same quests can cause problems. And there are a growing number of mods that do that.
So, if you don't mind me asking: why did you have Delphine opt to send the dragonborn a letter instead of stealing the horn like usual?
Maybe it's just because I stumbled across a very old post on a gamefaq's forum, but I'm questioning the logic of why Delphine didn't just retrieve the stone herself if she was able to use the back entrance at Ustengrav to steal the horn of Jurgen Windcaller. Who knows, maybe it's just the skeptical, more curious part of my mind speaking out.
That's the logical, reasonable part of your mind recognizing a really stupid plot hole in the story.
Delphine stealing the horn is the most idiotic part of the main quest. Retrieving the horn is supposed to be the final test for the Dragonborn, but then that test is easily bypassed by someone who just learned there might be a Dragonborn in the world. Apparently when she hears the Greybeards give their call, Delphine immediately recognizes what it means and sets out for Ustengrav, finds the hidden back entrance, steals the horn, and leaves a note for someone who will need to use the powers of a Dragonborn to get to it. (Unless of course, that person also finds the same back entrance she used.) It would be a lot easier, safer, and sensible to just send a letter to the person she knows retrieved the Dragonstone and then was summoned by the Greybeards and recognized as Dragonborn.
And if she doesn't steal the horn, then there's no conflict with the part about the Dragonstone. She's hiding and it's a lot less conspicuous if she tells Farengar that she's heard there's an important artifact in a nearby ruin than if she shows up and hands it to him herself. Innkeepers hear rumors all the time, but anyone capable of retrieving that stone would be someone noteworthy.
Isn't Delphine extremely paranoid and being hunted by the Thalmor? They note in the dossier that she's been known to avoid direct contact with other blades operatives for her own safety (apparently one of the biggest reasons she's managed to avoid them), and it's entirely probable that, in her paranoia, she thought using a third party would be too risky for this particular instance (which could also explain why she didn't have Farengar deliver the letter/a request to meet with her)
Also, how would she know that the person who retrieved the dragonstone was the person who was summoned by the Greybeards? I could hazard a guess that one of her contacts informed her, but we're never actually told of this in game.
(Of course, this still doesn't explain why she isn't acting under a psuedonym or wearing a disguise of any sort...btw, did the letter she sends using your mod involve her actual name, or just have her referred to as 'a friend'? It's been too long since I last used your mod, and I've forgotten.)
Depending on timing she will have seen you return the stone to Farengar and if not certainly someone in Riverwood saw you come down from the barrows and she heard about it. Everyone seems to know you're the Dragonborn, so we can assume that rumors are spreading quickly about you. She's an expert spy, so it's quite reasonable to assume she can determine who you are. Her dialog indicates she's heard everything about you but is skeptical because you being Dragonborn seems to good to be possible.
I had the note simply say "Dragonborn -- I need to speak to you. Urgently. -- Delphine of the Sleeping Giant Inn in Riverwood" because trying to be super secretive seems more suspicious to me. She's known as Delphine and I assume she doesn't use a pseudonym because that's not a unique name and that she doesn't need a disguise because she isn't so unique in appearance that she needs one. Sometimes the best place to hide is in plain sight. She's just a simple innkeeper named Delphine.
I can see what you're saying, but, thing is, I'm not sure if that's what the character would actually do.
It's not that using a note doesn't make more logical sense, but, when you stop to consider who we're talking about, I think the whole point of her stealing the horn is to show just how paranoid she is, logic be d*mned. We are talking about someone who suspects the Thalmor to be behind the dragon attack, with zero evidence to support her claim, and is, frankly, a zealot when it comes to her cause, and avoiding her enemies. Jumping through hoops to avoid the Thalmor is pretty much exactly what Delphine is all about; it might not seem logical to you or me, but it is to Delphine, and it's how her mind works.
We human's are creatures of habit, after all.
I'm not arguing that you should erase that part of your mod; far from it. Instead, I'd like to request that, if it's not too much trouble, you make it an option to allow the questline to progress as it does in the vanilla game in regards to the thing with Delphine and the horn. You know, something for those of us like the breaks your mod introduces into the main quest, but would like to keep the part where Delphine steals the horn, as some of us think it just fits her character more. Even if you don't agree, it'd still be nice to have that option
It shouldn't be possible for her to do what she does and that's why I changed it. I don't actually care about what Delphine might want to do. I hate the very idea that a non-Dragonborn somehow manages to retrieve the very item that's supposed to be a test for the Dragonborn. On a technical level it would be extremely difficult to make that optional. And at this point I'm not making any updates because I don't even use this mod myself any more. I prefer At Your Own Pace.
Yep, I've tried the so called back way, using a bit of tfc and move to, just to check for myself , and have no idea how she would've got thru a one side door, that only opens on your as your coming thru , unless she did that magic teleport thing they do, O_O , and she literally admits to taking it, plus her cut, >< ... Dam bethes thinking... I'm glad it way changed via this, and a great little bonus, getting to tell her to shove it, by saying you don't have to prove anything !!! " ahhhhhh "
Alright, just thought I'd ask. Was worth a shot, at least. Guess it's just a matter of personal preference, though it does feel a little depressing, knowing that, apparently, my opinion/preference is in the minority.
(On a side note, I always thought it would be more fittingly dramatic if, after you'd delivered the stone, some time had passed, and Irileth barged in on whatever you were doing (provided you were in Whiterun), informing the player that the dragon had been spotted, and Balgruuf had summoned you at once for counsel on the matter)
Downloaded a collection of mods that included this one (had no idea this mod existed before). Was doing the main quest and came across to Dragonsreach and Irileth did no appear after talking to Farengar. I was genuinely confused and worried my game was bugging out, until I did a bit of research and came across to this mod. The funny thing about it is that this mod is actually quite nice! It gives me time to complete side quests before continuing the main quest, plus it's nice to not fly through the main quest and focus on the other quests I have yet to complete. Gave me a bit of a scare, that's for sure!
441 comments
Any future posts requesting an MCM or complaining about the lack of MCM support will removed. Particularly obnoxious or repeated cases will result in the poster being blocked from this mod.
There are two ways to configure the mod, an in-game item you can activate and the console. Note that if you have a preferred set of options you can put them in a text file using the appropriate console commands and then run that file using the BAT command. I configure many of my mods that way (even some that have MCM support) because then it's just a matter of running one console command each time I start a new character rather than going through the various configuration menus each time.
IN-GAME CONFIGURATION CONTAINER
The special configuration container is a silver urn mostly hidden
in the wall outside of the Whiterun gates. To find it turn left
just before entering the Whiterun gates then walk into the small
alcove just to the left of (and under) the stairs that lead up to
the battlements. The silvery disk of the configuration urn is in
the wall inside that alcove under the stairs and you'll have to
look up slightly to reach it. I tried to put it in a space that
wouldn't be too obvious and annoying but also to be somewhere you
could reach.
A set of message boxes will show the current configuration
and allow you to make changes. They aren't pretty but blame
Bethesda for not allowing formatting in message boxes.
CONSOLE CONFIGURATION COMMANDS
setpqv MQ104 NSFMQ_DragonDelay a_number_-1_or_higher
The default is: setpqv MQ104 NSFMQ_DragonDelay 6
Changes the number of days delayed before the first dragon sighting.
Changing the value after delivering the tablet but before the scene
with Ireleth starts will reset the delay time starting from that
moment. Using -1 will cause pause the quest and preventing the
Ireleth scene from starting until you change it to something else
later. Using 0 will let the Dragon sighting scene with Ireleth
start as soon as you are in sight of Farengar. (Setting the value to
0 before giving the tablet to Farengar means the sequence will run
just like in the original game.)
setpqv MQ106 NSFMQ_DelphineNoteDelay a_number_-1_or_higher
The default is: setpqv MQ106 NSFMQ_DelphineNoteDelay 9
Changes the number of days delayed before the note from Delphine is
delivered. Like the previous delay value, if you change this after
returning the Horn but before the courier starts hunting you then
the new delay value will start with the command. Using -1 pauses
the quest until you change it to something else and using 0 will
give Delphine's note to the courier immediately. Even if you set
this to 0 before getting the Horn you will still retrieve the Horn
instead of finding the note from Delphine and the courier won't
try to deliver the note until after you return the Horn to the
Greybeards.
set NSFMQ_NoNegotiate to 1
The default is: set NSFMQ_NoNegotiate to 0
If set to 1, the Season Unending negotiation quest will be skipped.
If set to 0, restores the original game decision about that quest.
setpqv MQ104 NSFMQ_PotionReward 0_1_or_2
The default is: setpqv MQ104 NSFMQ_PotionReward 1
Controls the reward given by Jarl Balgruuf. A value of 2 will
always give the player a set of potions (like the standard Requiem
reward). A value of 0 will always give the player an item of armor
just like the original game. And the new mod default of 1 will
give the player potions if the Alteration skill is higher than
either of the armor skills so that mage characters don't end up
getting a useless and heavy suit of armor just before heading down
to fight a dragon.
Might just be a random Skyrim-does-weird-things bug, because I can't find any conflicts in SSEEdit other than descriptive text with Moon and Star immersion patch; not using anything else that really touches main quest except Andrealphus' Harder Thaneships [disables auto-thane at the end of Dragon Rising, but touches none of the others] and Paarthurnax - Quest Expnsion [which only changes scripts for MQPaarthurnax. Dungeons - Revisited does edit many details of the surrounding cell but doesn't alter the chamber where the horn itself rests [and theoretically, does not affect placement of objects therein].
Anyone successfully find or compile a shortlist of mods whose scripts may be in conflict around the changes NSFMQ makes to MQ105/105Ustengrav/106?
You should be able to take the horn itself, but if not you'll need to take the note and go meet Delphine because this changes made by this mod have been overwritten.
When I created this mod there were no major mods that conflicted except Skyrim Unbound. Since then there seem to have been an entire set of mods that conflict in various ways.
It probably wouldn't be a very good idea to just delete that file, would it?
That's pretty much the opposite approach taken by this mod, which tries to slow down the main quest not jump into it even faster.
I've always understood Skyrim Unbound to be primarily aimed at player's wanting to completely bypass the main quest and even possibly not be considered Dragonborn.
I'll keep this in mind for my next playthrough.
Previously I had tried loading this mod at the very end of my mod list but this made no difference. Unpacking the scripts and sources seems to have done the trick!
Edit: I can also confirm that this method works with Moon and Star Immersion Patch
Edit #2: after I went back to an old save the Greybeards were broken and wouldn't continue "The Way of the Voice", Arngeir was perpetually stuck saying one line of dialogue even if you skipped the quest with SetStage console commands. I'm now in the process of restarting my game to avoid all this. RIP 30 hours of my time.
Of course doing that you also potentially break whatever the other mod that provided those scripts was trying to do with them. So really, if you have those scripts from another mod you shouldn't be trying to use this one with it.
Sorry for my own foolishness.
At this point I'm using At Your Own Pace instead of this mod myself. I also recommend The Choice is Yours (which is compatible with either).
stay away.
Maybe it's just because I stumbled across a very old post on a gamefaq's forum, but I'm questioning the logic of why Delphine didn't just retrieve the stone herself if she was able to use the back entrance at Ustengrav to steal the horn of Jurgen Windcaller. Who knows, maybe it's just the skeptical, more curious part of my mind speaking out.
Here's the forum in question, btw
https://gamefaqs.gamespot.com/boards/615805-the-elder-scrolls-v-skyrim/65104665?page=1
Delphine stealing the horn is the most idiotic part of the main quest. Retrieving the horn is supposed to be the final test for the Dragonborn, but then that test is easily bypassed by someone who just learned there might be a Dragonborn in the world. Apparently when she hears the Greybeards give their call, Delphine immediately recognizes what it means and sets out for Ustengrav, finds the hidden back entrance, steals the horn, and leaves a note for someone who will need to use the powers of a Dragonborn to get to it. (Unless of course, that person also finds the same back entrance she used.) It would be a lot easier, safer, and sensible to just send a letter to the person she knows retrieved the Dragonstone and then was summoned by the Greybeards and recognized as Dragonborn.
And if she doesn't steal the horn, then there's no conflict with the part about the Dragonstone. She's hiding and it's a lot less conspicuous if she tells Farengar that she's heard there's an important artifact in a nearby ruin than if she shows up and hands it to him herself. Innkeepers hear rumors all the time, but anyone capable of retrieving that stone would be someone noteworthy.
Also, how would she know that the person who retrieved the dragonstone was the person who was summoned by the Greybeards? I could hazard a guess that one of her contacts informed her, but we're never actually told of this in game.
(Of course, this still doesn't explain why she isn't acting under a psuedonym or wearing a disguise of any sort...btw, did the letter she sends using your mod involve her actual name, or just have her referred to as 'a friend'? It's been too long since I last used your mod, and I've forgotten.)
I had the note simply say "Dragonborn -- I need to speak to you. Urgently. -- Delphine of the Sleeping Giant Inn in Riverwood" because trying to be super secretive seems more suspicious to me. She's known as Delphine and I assume she doesn't use a pseudonym because that's not a unique name and that she doesn't need a disguise because she isn't so unique in appearance that she needs one. Sometimes the best place to hide is in plain sight. She's just a simple innkeeper named Delphine.
It's not that using a note doesn't make more logical sense, but, when you stop to consider who we're talking about, I think the whole point of her stealing the horn is to show just how paranoid she is, logic be d*mned. We are talking about someone who suspects the Thalmor to be behind the dragon attack, with zero evidence to support her claim, and is, frankly, a zealot when it comes to her cause, and avoiding her enemies. Jumping through hoops to avoid the Thalmor is pretty much exactly what Delphine is all about; it might not seem logical to you or me, but it is to Delphine, and it's how her mind works.
We human's are creatures of habit, after all.
I'm not arguing that you should erase that part of your mod; far from it. Instead, I'd like to request that, if it's not too much trouble, you make it an option to allow the questline to progress as it does in the vanilla game in regards to the thing with Delphine and the horn. You know, something for those of us like the breaks your mod introduces into the main quest, but would like to keep the part where Delphine steals the horn, as some of us think it just fits her character more. Even if you don't agree, it'd still be nice to have that option
If this is too much trouble, I apologize.
Dam bethes thinking...
I'm glad it way changed via this, and a great little bonus, getting to tell her to shove it, by saying you don't have to prove anything !!! " ahhhhhh "
(On a side note, I always thought it would be more fittingly dramatic if, after you'd delivered the stone, some time had passed, and Irileth barged in on whatever you were doing (provided you were in Whiterun), informing the player that the dragon had been spotted, and Balgruuf had summoned you at once for counsel on the matter)