Well, I just experienced this mod after forgetting it was in my load order after starting a new character.
I love it. No more irritating grind to find every last stone, no more irritation at having to hunt down that last stone I'm missing, or trying to remember which questline I have to take to get into the room the stone is in. No more "24 quest markers telling me where to go, but only a few of them work because Skyrim's engine can only handle so many markers active at once."
It's a nice way to eliminate a quest annoyance. It wouldn't even have been so bad if we could have gotten a quest marker after talking to Vex leading us to the original thief's journal, where we could have read in-character hints as to where the stones were hidden so very long ago. But, that's too hard for Bethesda to write out, so we got the radiant quest straight from a daedra's farter, no quest markers, no hints, just blindly stumble across something that will keep sticking around until you look up a guide to find all of them.
Best part is that now I have all 24 stones and can complete a quest that, well... I've never seen the ending of it.
I love this concept! It makes getting the stones so much more fantasy-like rather than having to follow multiple unimerssive and grindy markers. My only problem is that I wish there was just a teensy bit more challenge to it. Maybe make time limit 40 seconds and you get spawned immediately next to the final challenge of the dungeon? Obviously it would vary depending on the fight (account for things like cutscenes or even just small stuff like how long it takes a deathlord/dragon priest to pop out of a coffin), but either way I think if it's going to be a speedrun, make the challenge something a little more than just "find it on your screen without opening a drawer by accident". This would probably be harder to do, but you could also isolate specific goals of the dungeon. For instance, if you wipe it of enemies and obstacles it would be a test of navigation; being able to find your way through the dungeon based on instinct and memory. I think that would also be a natural evolution from what we have now, the "find it on your screen" stuff. As for the fantasy aspects, the crown of barenziah originally belonged to a morrowind queen during the third era. There's quite a bit to play with there, I'm not good at story, so all I can say is, good luck. And good luck on your future projects, whether that includes expanding this mod or not. Your unique idea has caught my attention so I'll be watching! :D
Thanks for your thoughts. Sadly it would not be feasible to expand the scope of this mod in that way because it would greatly inhibit compatibility with any mods that alter the locations of the stones. I too, would welcome some additional challenge, but this is basically a cheat mod so it basically becomes a choice of whether or not to opt-in. My primary aim was to make each warp visit as unobtrusive as possible so that when that location is later revisited more organically things are as undisturbed as possible.
Posted in the changelog: Stones received from containers or NPCs will no longer teleport you. This is to prevent annoying behaviour with any mods that let you remove the stones from your inventory. Dropping one on the ground will still teleport you however (intentional).
Will this mod work if I've already picked up a few of the stones? Because, if so, I'm definitely going to use it, because I've never managed to find every single stone before, and I hate completely un-labeled "scavenger hunts" where the only option is to blindly stumble into the stupid things.
Reinstall? As in install the mod, uninstall it, then reinstall some arbitrary time later? I don't recommend such modding practices, but it will most likely function as expected.
@ Kalterizador I haven't used it yet.But I will try it on my next play through. If it works as well as stated,you may not need that ''Stones of Barenziah Quest Markers.'' I use that Stones of Barenziah Quest Markers myself. But,If I can teleport to Thalmor Embassy & The Arch Mages Quarters and get the stones and everywhere else it will be a time saver. Make a save and try it without the Stones of Barenziah Quest Markers and use this mod then re post here your results.That's how I check out a new mod. That will be a help to all and any.............
As a user of Ashen's mods; No More Swirl Effects From Absorb in 2018 (which is a winner!) and Skeleton Key Auto-Unlocks in 2021. I can not even believe that this would not work. And I believe, it will save time collecting all those stones.
29 comments
I love it. No more irritating grind to find every last stone, no more irritation at having to hunt down that last stone I'm missing, or trying to remember which questline I have to take to get into the room the stone is in. No more "24 quest markers telling me where to go, but only a few of them work because Skyrim's engine can only handle so many markers active at once."
It's a nice way to eliminate a quest annoyance. It wouldn't even have been so bad if we could have gotten a quest marker after talking to Vex leading us to the original thief's journal, where we could have read in-character hints as to where the stones were hidden so very long ago. But, that's too hard for Bethesda to write out, so we got the radiant quest straight from a daedra's farter, no quest markers, no hints, just blindly stumble across something that will keep sticking around until you look up a guide to find all of them.
Best part is that now I have all 24 stones and can complete a quest that, well... I've never seen the ending of it.
I too, would welcome some additional challenge, but this is basically a cheat mod so it basically becomes a choice of whether or not to opt-in. My primary aim was to make each warp visit as unobtrusive as possible so that when that location is later revisited more organically things are as undisturbed as possible.
This is to prevent annoying behaviour with any mods that let you remove the stones from your inventory. Dropping one on the ground will still teleport you however (intentional).
I don't recommend such modding practices, but it will most likely function as expected.
But if you ended the quest, the quest entries will not be deleted.
and
Retrieve the Unusual Gem or wait to time out
i send you a picture
the quest entries are deletet afte the mission
thank you
I haven't used it yet.But I will try it on my next play through.
If it works as well as stated,you may not need that ''Stones of Barenziah Quest Markers.''
I use that Stones of Barenziah Quest Markers myself.
But,If I can teleport to Thalmor Embassy & The Arch Mages Quarters and get the stones and everywhere else it will be a time saver.
Make a save and try it without the Stones of Barenziah Quest Markers and use this mod then re post here your results.That's how I check out a new mod.
That will be a help to all and any.............
https://www.nexusmods.com/skyrim/mods/9385
I can not even believe that this would not work.
And I believe, it will save time collecting all those stones.