This mod can introduce a quest-breaking bug that prevents you from talking to Vex about the Unusual Gems. It's reported several times on the Oldrim page for this mod, but I was able to find a workaround by using console commands to force Vex's dialogue:
When you're supposed to take the unusual gem to Vex for appraisal: prid 28938 say TGCrownIntroBranchTopic03 (Quest will advance)
When you've found all 24 stones: prid 28938 say TGCrownTurnInBranchTopic04 (Quest will advance)
When you've found the Crown: setobjectivecompleted TGCrown 40 1 setstage TGCrown 50 prid 28938 say TGCrownFinalBranchTopic (Quest will complete, granting you Prowler's Profit and moving the completed Crown to the display in the Cistern)
The Unusual Gems are never properly converted to Stones of Barenziah, but you can remove them via the console: player.removeitem 9dfbb 24
Thank you for this post! Kudos to you, I was going bonkers trying to figure out what was wrong. I'm currently looking at this mod in TSE5Edit (because looking at woogity mods is a great way to trail-by-fire into a better understanding of things, lol), and I noticed that this mod "misses" some stuff that was specifically added to The No Stone Left Unturned quest by the Unofficial Patch. I'm digging around to see what else is up (I mean, I *expect* the three moved stones to be different) that might make the mod hang this way. It also looks like the port was never cleaned for ITMs or deleted references.
I suspect the issue with the quest never removing the collected stones from the player inventory is because that functionality is tied to those 3 deleted/changed stones somehow, but fixing that is probably far above my current skill level. Someday....someday...
I think the problem is that the forced references in the quest are not patched when the stones are moved (which gives them new formIDs). This causes the quest script to barf out entirely as the references cannot be resolved.
I'm currently testing a version that does patch the references; will advise if it helps. Update: Yes, the changes I made seem to work: the dialog option with Vex appears correctly and the quest advances as expected afterwards. However, I do not think that loading the mod into an already-started game will help, because the Papyrus script the quest uses needs the references to be correct when the script is first loaded. I suppose you could fix it with a bunch of setpqv console commands, but I'm altogether too lazy to figure out what those should be.
I also got the quest-breaking bug from this mod. It's a pity. This would have been nice, but I don't like having to rely on console commands for normal gameplay. Oh well.
Would it be possible to add also Thieves Guild? Like why should we join the TG just so we can speak to Vex about the stones? Would it be possible to talk to someone else or something not requiring to join them but advance the quest (identify amd then find crown)?
I don't like the TG either. Joining them is just not something my character would do. But picking up a stone makes you carry it for the rest of the game.
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When you're supposed to take the unusual gem to Vex for appraisal:
prid 28938
say TGCrownIntroBranchTopic03
(Quest will advance)
When you've found all 24 stones:
prid 28938
say TGCrownTurnInBranchTopic04
(Quest will advance)
When you've found the Crown:
setobjectivecompleted TGCrown 40 1
setstage TGCrown 50
prid 28938
say TGCrownFinalBranchTopic
(Quest will complete, granting you Prowler's Profit and moving the completed Crown to the display in the Cistern)
The Unusual Gems are never properly converted to Stones of Barenziah, but you can remove them via the console:
player.removeitem 9dfbb 24
EDIT: I figured it out.
I'm currently looking at this mod in TSE5Edit (because looking at woogity mods is a great way to trail-by-fire into a better understanding of things, lol), and I noticed that this mod "misses" some stuff that was specifically added to The No Stone Left Unturned quest by the Unofficial Patch. I'm digging around to see what else is up (I mean, I *expect* the three moved stones to be different) that might make the mod hang this way. It also looks like the port was never cleaned for ITMs or deleted references.
I suspect the issue with the quest never removing the collected stones from the player inventory is because that functionality is tied to those 3 deleted/changed stones somehow, but fixing that is probably far above my current skill level. Someday....someday...
I'm currently testing a version that does patch the references; will advise if it helps. Update: Yes, the changes I made seem to work: the dialog option with Vex appears correctly and the quest advances as expected afterwards. However, I do not think that loading the mod into an already-started game will help, because the Papyrus script the quest uses needs the references to be correct when the script is first loaded. I suppose you could fix it with a bunch of setpqv console commands, but I'm altogether too lazy to figure out what those should be.
Would it be possible to add also Thieves Guild?
Like why should we join the TG just so we can speak to Vex about the stones? Would it be possible to talk to someone else or something not requiring to join them but advance the quest (identify amd then find crown)?
Thanks