This mod does not remove or break any quests. Start talking to the NPC's and you will get the quest like normal. If a quest is broken after installing then there is a mod conflict. Sorry but I suppose you will still have all the forcegreets after uninstalling this mod.
This mod actually helps a lot except for the fact that it breaks up my Bard's College quest. When I have it installed, quest waypoint above Viarmo's head (for "Investigate the Bard's College quest) won't disappear even after he had given me the Olaf Book quest, thus fails to start the "Tending the Flames" quest. I went to Dead Man's Respite anyway to collect the book, but when I returned to Viarmo, he kept saying "I am confident that you will get the book", even though the book is already in my possession.
As this bug is quest-breaking, I have to uninstall it, even though it works well with other NPCs. Any idea anyone??
peaked at tes5 edit and this conflicts with no thieves guild auto start mod whre you must perform a certain amount of tasks related to thivery before Brynjolf talks to you. I could make a patch but I deleted Brynjolf's entries in this mod so they do not conflict
This has been in my loadorder for a year now, and it's staying there permanently, it's just that essential! Being able to jump up and down in front of that annoying pillar hugger guy in Riften while he talks nonsense into the air just makes my day every time I enter the city lol
Great mod and have not experienced any conflicts whatsoever.
Too bad it's not a widely known mod, I think I actually found it when I saw a post you made over at Emmas ESF.
I used to go through the gate on the right when I first entered Riften because of that dude. Sorry I don't care about the Blackbriars or his threats. There was no reason for him to have a forcegreet when he doesn't start a quest.
Actually, he is part of a quest: if you have an Unusual Stone, you can ask him "Can you tell me anything about this?" (or something to that effect), at which point he tells you to talk to Vex and the quest updates. You will probably also be told that you have to be a member of the Thieves Guild to talk to Vex in the first place, so you need to talk to Brynjolf in the marketplace. Whether it's worth a forced greeting, well, that I'm doubtful of.
I'm really starting to hate the messenger. Well forced quests of any nature for that matter. It would be different if I could delete unwanted quests. Does this block the fugitive that sticks stolen items on you? If I could drop unread messages on the ground for quests I don't want, that would rock, or refuse to hold stolen junk. And yes, you have hit a couple npcs I find annoying. Thank you for sharing.
No it doesnt stop him. But if you dont know, if you stick around when the fugitive does that the NPC he is running from will show up. Talk to him or her and you get to return the item to the rightful owner.
I don't remember many of the NPC's this mod blocks but, 3 out of the 5 most annoying are covered :-) - Maul, Brynjolf and the Redguards in Whiterun. My 4th annoyance is Eltrys in Markarth. Even The Choice Is Yours doesn't prevent that quest from starting. My 5th is small children as I'm wandering through a town and need to cast a spell for whatever reason. I don't think anyone has done that one, unfortunately.
But, now I can walk through Riften without being stalked (the "use the forge trick" doesn't work, he is very patient) and, no longer do I need to console-open the side gate and take the backlane to avoid Maul, lol.
This is a much-appreciated fix to a terrible mechanic that should never have been implemented in the first place. It always annoyed the hell out of me when I was in the middle of something and some all-powerful NPC somehow psychically stopped me in my tracks, forced me to give them *all* of my attention then demanded that I carry out some quest I had no interest in or intention of doing for whatever reason. Then the quest entry continually annoyed me every time I opened the journal, like some harassing spam mail I couldn't delete (well, not without searching for quest IDs and console hackery anyway heh).
Thank you, sir, for helping to save what's left of my fragile sanity. Now I can pick and choose which quests to do, and each of my characters can be a little more different.
My point on NMM is support questions when NMM screws something up does not belong in a mods comment section. That means if there is a problem with NMM users need to go to the forums where there is a whole forum for NMM issues. This is for a couple reasons. 1 if NMM screws up the mod author is not the one who made NMM and is not responsible for supporting NMM. 2. If the problem is reported to the correct forum then the developers of NMM will be aware of the issue and since they are responsible for support they can support it.
Here you go: http://forums.nexusmods.com/index.php?/forum/439-open-beta-feedback/ and http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
If you have any questions relating to my mod that comes without being insulting I will gladly answer them, but if you continue with off topic and insulting I will simply delete and report.
29 comments
As this bug is quest-breaking, I have to uninstall it, even though it works well with other NPCs. Any idea anyone??
Being able to jump up and down in front of that annoying pillar hugger guy in Riften while he talks nonsense into the air just makes my day every time I enter the city lol
Great mod and have not experienced any conflicts whatsoever.
Too bad it's not a widely known mod, I think I actually found it when I saw a post you made over at Emmas ESF.
My 4th annoyance is Eltrys in Markarth. Even The Choice Is Yours doesn't prevent that quest from starting.
My 5th is small children as I'm wandering through a town and need to cast a spell for whatever reason. I don't think anyone has done that one, unfortunately.
But, now I can walk through Riften without being stalked (the "use the forge trick" doesn't work, he is very patient) and, no longer do I need to console-open the side gate and take the backlane to avoid Maul, lol.
Before I have Dragonborn, the mod works just fine. Since I have Dragonborn, I get force greets left & right. So... any plugin for Dragonborn?
Thank you, sir, for helping to save what's left of my fragile sanity. Now I can pick and choose which quests to do, and each of my characters can be a little more different.
My point on NMM is support questions when NMM screws something up does not belong in a mods comment section. That means if there is a problem with NMM users need to go to the forums where there is a whole forum for NMM issues. This is for a couple reasons. 1 if NMM screws up the mod author is not the one who made NMM and is not responsible for supporting NMM. 2. If the problem is reported to the correct forum then the developers of NMM will be aware of the issue and since they are responsible for support they can support it.
Here you go: http://forums.nexusmods.com/index.php?/forum/439-open-beta-feedback/ and http://forums.nexusmods.com/index.php?/tracker/project-3-mod-manager-open-beta/
If you have any questions relating to my mod that comes without being insulting I will gladly answer them, but if you continue with off topic and insulting I will simply delete and report.