Question, will it be possible to add an optional plugin which disables the force greets of the generic Thief NPC you'd encounter on the roads? Those tend to be annoying at times, to the point I usually just attack on sight.
Do you mean the guys trying to rob you or the guy who wants you to hold onto something he stole from a hunter? I've considered silencing both. Also, how do you feel about the little piss-ant wizard who challenges you to a duel? I've wondered about him, too.
I was referring to the one who'd rob you yes, and the one holding the stuff they've stolen with the hunter. Those tend to get very annoying as well, in regards to the wizard duel although rare (at least in my playthroughs), can get rather annoying as they'd just cause a mess on populated areas. Having those disabled would be nice. Thank you for your work.
To anyone interested: Please chime in on this one. I'm strongly considering removing the forcegreets for most of the random encounters. The ones that come to mind are the thief trying to rob the player, the thief who wants the player to hold something he stole from a hunter, the hunter who wants to find the thief, and a few incompetent mages who want help with a spell or staff. The ones I'm really not sure about are hostile encounters like the vampires disguised as vigilants, bandits disguised as soldiers, and bounty hunters (I'm pretty sure they have a forcegreet, but struggle to remember). There are definitely more, but none come to mind at the moment. Anyway, please comment on any that bug you and I'll see what I can do.
I forgot that even happens. Between Immersive Citizens, Alternate Start, and my own weird game-play rhythm, I haven't seen that in a long time. I'll look into it.
About Delphine, I'd have to do some research. I have a nasty habit of hurling her into low orbit (telekinesis). I never let her speak much after the Esbern reunion. I also tend to side with the Imperials and just win the war. Ulfric bugs me.
I am for some reason unable to reply to your post on the sticky, so I'll chime in here: I would prefer "random encounter" forcegreets to be an optional file, as sometimes the forcegreet is the whole point. The ones that are really problematic are quest-starters in populated areas (like Eltrys and Brynjolf).
That said, I also just remembered that the Night Mother gets very annoying about her radiant quest.
That's the way I've been leaning on the random encounters. I'm not sure about the Night Mother. If I can stop her from blurting out quest starters without breaking the quests, I will. It would be much better to start contracts by deliberately talking to her, instead of being unable to enter the sanctuary without a new one starting. Good call.
I feel like a stalker commenting so much on your mods. I upgraded to the 1.3 file and had a couple of hiccups if you want to look into it. I was in Windhelm and one of the guards said something about the Arrentino residence as I walked by and that quest fired. I fast traveled to ELysium Estates and the wizard challenger was there. He said his line and just stood there,so I had to talk to him to make him attack. And I also saw the frightened prisoner near Whiterun,but she just ran off. I did update the USSEP,so don't know if that might have something to do with it or not. Is it possible to make the wizard and the noob magician not spawn,as the always spawn whenever you load into a new cell if the conditions are met?
I've added a plugin to Optional Files that completely disables the duelist and the ward guy. I didn't think about them following you around. I can see how that would be irritating. The escapee hasn't been disabled, only her forcegreet. You still have the option to talk to her if you wish, but aren't forced to. I couldn't recreate your issue in Windhelm. I hung around and talked to every guard I saw, but they never mentioned Aventus. If you got very close to the Aretino residence, you may have overheard the Dunmer woman talking to the little boy. I didn't remove them. Otherwise, I'm at a loss on that one.
Thanks for the optional file.I'll download that now. I do know it was a guard that triggered the talk to the arrintino boy quest,as I have subtitles on and looked down and saw it was a guard saying it. I started a new game to change some other mods out,and haven't been to Windhelm yet,so I'll see if it happens again. It's not a big deal to me,as I usually ignore that one or do it so I can destroy the dark brotherhood. Thanks,much appreciated.
"Stay away from the Aretino Residence. That place is cursed." I finally found the sneaky bugger and made a patch. It's listed under Updates. I don't want to update the Main File to a new version, yet. I'm hoping the next version will be the last.(Fingers Crossed) Thanks for your help.
That was the line the guard said. Awesome,glad you found it. I even started a new playthrough and ran up to every guard in Windhelm before and after several major quest lines,and no one would say it. I thought it must have been a glitch in my game since you were unable to get it to happen. Got it updated now. Major kudos to you my friend!
I've thought about Sam and his drinking contest. I'm a bit reluctant to do that one, though. He kinda roams from inn to inn and may be hard to find. I hadn't considered Meridia's Beacon. I'll have to think on that one. I'm not sure how to disable the auto start without breaking the quest. Were there others you had in mind?
From what I just read on their mod pages, it doesn't look like the overlap would be problematic. Most of the changes in this mod are just disabled forcegreets and dialog lines. I'll download them and take a closer look. If I need to make patches, it shouldn't take very long.
I've gone through them both. The only conflicts are with The Choice Is Yours for Dawnguard, Aventus rumors, and the kids who want to be invisible. All three quests still work with this mod, but require you to deliberately talk to these NPCs. You can use all three mods together. This one will work like it says in the description as long as it loads last.
Oops, forgot one. Calcelmo's quest - Buy Dwemer Artifact This mod disables that one entirely.
Well I just need 1 quest put back in, and it's the Falion cure vampirism quest given by the inn keeper. I need to put that one back in my game because I use Dark Destiny - Become a Vampire Unwillingly, and for role playing reasons I would need to be cured if I didn't want to stay a vampire. The rest are fine. I use 1.2 and will probably stay on that version. Thanks for the help.
I thought of a couple more that I ran in to recently. The group of revelers that stop you and ask if you want to share a drink with them. And on Solthiem,the madman that runs up to you babbling about secrets and attacks,which starts the black books quest.
I ran into the mead enthusiasts for the first time in ages just a few days ago. They're already in the version I'm working on. I've never been the biggest fan of the Dragonborn DLC or Solstheim in general, so I don't spend much time there. I don't remember the madman you mentioned. If you could tell me roughly where you encountered him, it would be helpful. Sometimes I have to find these things in the CK by searching for specific character dialog lines.
I am pretty sure the madman is set as a random encounter. I have run into him on different parts of the map,but I believe he usually spawns somewhere when you first arrive on Solthiem. He runs up to you if you get close and force greets with his dialogue about secrets stuck in his head and so on,then will attack. When you kill him he will have a note on his body,and if I remember right,reading the note triggers the quest to find one of the black books that is not specific to the Dragonborn main quest line. He is annoying,but not a big deal,as I also hate that DLC. The party guys though is completely pointless. I go a mile out of my way to avoid them if I spot them beforehand. I also remembered another,the NPC that will run up to you and say they were kidnapped by the bandits at Mistwatch.
I found him in the CK. I'm testing it now. Hopefully, I'll find him without too much trouble. I've gone back and forth on the Mistwatch escapee. It marks Mistwatch on your map and with Ryn's Mistwatch mod that one is pretty fun to clear. I guess I'll disable that one, too.
Be awesome to fix the Saints and Seducer's silent force quest from 100 yards off the roadside. I guess Bethesda wanted to make sure you experience their mods.
I'm not exactly sure what you mean. Does the quest start when you approach the Golden Saints camp near Bloated Man's Grotto? I can't remember how I usually start the Saints and Seducers stuff. I guess I'm a little trigger-happy and just kill all of them as they cross my path.
Seems like any of them you walk by. Just walking along the road not even thinking about Saints and wam a quest starts lol. I thought it was rude for them to do it that way. Seen this mod and it was the first thing that popped into my mind.
You could check out the extended cut mod for Saints and Seducers. It removes it from Skyrim and puts it in it's own little world. Then you must complete the Mind of Madness quest and be level 20 before it will start. I tried it and it will not ever be removed from my load order. It does improve the quest in my opinion. https://www.nexusmods.com/skyrimspecialedition/mods/72772 Hope it's okay for me to put the link,if not let me know and I'll remove it.
As long as you're posting something cool, post away. Reading comments from around the nexus is how I find at least half of the mods I try. I've actually downloaded and installed that one, but haven't played it yet. I hear it's really good, though.
Wow, I am so easily distracted that I forgot to respond to the original post. Now that I'm aware of it, I'll look into it. If I can stop the forced quest log entry without breaking the quest, I'll do it. I have no idea if that is possible or not, yet.
Cool, yeah your mod here just reminded me of that instant quest start. I think it is the one close to Whirerun like going towards Markarth. If you can't do it, no sweat, plenty of things I can't do lol
Thank you again for this mod,it works fantastic. You are truly doing the lord's work. Wanted to let you know that Durok work and just walks right past me without a word. However,the random guard dialogue about the Dawngard reforming still fires and that triggers the Dawnguard quest line. Not sure if it's something that can be fixed or if it's just a conflict on my end. It has been happening every playthrough,usually the first guard I get near once I reach the level that is required.
Whoops, I forgot about that. I'll remove it from the guard dialog pool and upload a new add-on as soon as I figure out what I'm doing about the random encounters (thief, wizard duel, noob mage, etc.)
Awe, not poor little Sofie. I guess I'm just a push-over. I always end up adopting the first two pitiful little urchins to cross my path. Anyway, I've uploaded a new add-on for her and a couple other NPCs. You can find it in Main Files. Thanks
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Those tend to be annoying at times, to the point I usually just attack on sight.
Those tend to get very annoying as well, in regards to the wizard duel although rare (at least in my playthroughs), can get rather annoying as they'd just cause a mess on populated areas. Having those disabled would be nice.
Thank you for your work.
Please chime in on this one. I'm strongly considering removing the forcegreets for most of the random encounters. The ones that come to mind are the thief trying to rob the player, the thief who wants the player to hold something he stole from a hunter, the hunter who wants to find the thief, and a few incompetent mages who want help with a spell or staff. The ones I'm really not sure about are hostile encounters like the vampires disguised as vigilants, bandits disguised as soldiers, and bounty hunters (I'm pretty sure they have a forcegreet, but struggle to remember). There are definitely more, but none come to mind at the moment. Anyway, please comment on any that bug you and I'll see what I can do.
(And maybe shutting up Delphine after Season Unending.)
That said, I also just remembered that the Night Mother gets very annoying about her radiant quest.
I finally found the sneaky bugger and made a patch. It's listed under Updates. I don't want to update the Main File to a new version, yet. I'm hoping the next version will be the last.(Fingers Crossed)
Thanks for your help.
Oops, forgot one. Calcelmo's quest - Buy Dwemer Artifact
This mod disables that one entirely.
https://www.nexusmods.com/skyrimspecialedition/mods/72772
Hope it's okay for me to put the link,if not let me know and I'll remove it.
Consider adding the quest givers from wheels of lull and project AHO.
Thanks for your work.
Cheers,
CD Adams
can you do one for that little orphan girl in windhelm?
i swear she forcegreets me whenever i walk past
EDIT: She's included in version 1.2