The mod name as it appears in mod manager has a typo: it says "question" instead of "quest". Thanks for making and sharing this! I'm not using it yet because of spoilers but I'm keeping it at hand.
Thank you for this mod. However, I was wondering if it was possible to make it so you can't enter certain dungeons with like a message saying "you can't go in there right now" or something, unless you had the quest or if that would even be a good idea?
Is there a chance to have something like this on PS4? Even a flower marker before the entrance like in Oblivion mod would be helpful. Anyone willing to restrict oneself and help PS4 players please?
Thanks David. Actually when you reach Valthume instead of just saying the name it will say "Valthume (Dragon Priest: Hevnoraak)". It's a bit of a spoiler tell you actually which dragon priest it is but I always like to remind myself who I'm fighting before I visit the nordic ruin
I wanted to know if major quest that can be found locally at a dungeon entrance are shown? If yes, can you make a version without them like Dungeon quest Awareness?
I mean removing names on the map. The purpose it is to avoid making a donjon bound to a quest too early but the quests which start in the donjon are safe. Not really need to mark them on the map, that allows the exploration.
Hello again. Basically the main difference between my mod and the original mod is 2 things:
1. I added more areas and support for Dawnguard, Interesting NPCs mod and Atlas Map Markers 2. I changed the naming of areas from the town/city they're assigned into the actual name of the quest:
http://i.imgur.com/4fTMXvo.jpg
I did this for a few reasons. First, if you use the mod "Skyrim Complete" you can get immediate information about that quest. You can also look it up on Google to decide if you want to do it now or later.
The only difference between my mod and his mod among naming is shown in the image I linked above. So for instance:
He named Avanchnzel as (Locked: Riften) to indicate that area is a locked quest until you are given it by an NPC in Riften. I named it (Quest: Unfathomable Depths) for a few reasons. First, simply saying Riften doesn't really give you much info on it, and second, naming the quest allows the person to look up the quest and decide if they want to do it or not.
If you prefer the original mod author's naming preference then you can simply load his mod AFTER mine and it will overwrite all my changes, while keeping all the new entries I added.
If you don't want to take up 2 esp slots you can merge them with TES5Edit if you know how (load his after mine), or use the mod Merge Plugins.
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Thanks for making and sharing this! I'm not using it yet because of spoilers but I'm keeping it at hand.
Thanks for the mod, great job.
I wanted to know if major quest that can be found locally at a dungeon entrance are shown? If yes, can you make a version without them like Dungeon quest Awareness?
I mean removing names on the map. The purpose it is to avoid making a donjon bound to a quest too early but the quests which start in the donjon are safe. Not really need to mark them on the map, that allows the exploration.
Sorry for my english and if I am not clear.
1. I added more areas and support for Dawnguard, Interesting NPCs mod and Atlas Map Markers
2. I changed the naming of areas from the town/city they're assigned into the actual name of the quest:
http://i.imgur.com/4fTMXvo.jpg
I did this for a few reasons. First, if you use the mod "Skyrim Complete" you can get immediate information about that quest. You can also look it up on Google to decide if you want to do it now or later.
The only difference between my mod and his mod among naming is shown in the image I linked above. So for instance:
He named Avanchnzel as (Locked: Riften) to indicate that area is a locked quest until you are given it by an NPC in Riften.
I named it (Quest: Unfathomable Depths) for a few reasons. First, simply saying Riften doesn't really give you much info on it, and second, naming the quest allows the person to look up the quest and decide if they want to do it or not.
If you prefer the original mod author's naming preference then you can simply load his mod AFTER mine and it will overwrite all my changes, while keeping all the new entries I added.
If you don't want to take up 2 esp slots you can merge them with TES5Edit if you know how (load his after mine), or use the mod Merge Plugins.
Thanks for reply.