Skyrim Special Edition

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geekofalltrades

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  1. thegeekofalltrades
    thegeekofalltrades
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    UPDATE 2023-09-07

    Thieves Guild Requirements SE now claims to fix this same issue -- and has oft-requested compatbility with Sell Unusual Gems, also by kryptopyr. I haven't tested it myself, but it could be worth considering as an alternative if it better fits your needs.

    UPDATE 2022-01-15

    2.0.0 is out with a handful of changes, including forwarding USSEP, converting to ESP+FE, and adding a workaround quest marker for the gem in
    Spoiler:  
    Show
    the Dark Brotherhood Sanctuary.


    DO NOT UPDATE to 2.0.0 on an existing save. It WILL break.

    UPDATE 2022-01-08

    I tested this in AE (1.6.353) with a minimal load order, and it works.

    ikillyou233 has made a patch that forwards USSEP and Even Better Quest Objective changes. This patch is compatible with 1.0, not 2.0.0.

    OP 2019-01-05

    I'm starting to want to play Skyrim again after a long hiatus, so I figured I'd port this over, for my own use if nobody else's.

    I did not test this release as thoroughly as I did the original Oldrim release, so use at your own risk. Don't expect much in the way of support from me.
  2. diskdevl
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    Does the McM initialize before talking with Vex (while they're still Unusual Stones) ? Right now they stack just fine but I don't have the SSoB MCM menu appearing. Thought I'd ask.
    1. FalseZen
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      For anyone that is having problems getting the MCM to recognize new menus:
      Click the ~ (tilde) button and type in:setstage SKI_ConfigManagerInstance 1
      The easiest way is to make a new text file in the same place as the SkyrimSE.exe (C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition) and name it mcm. Then paste the code in there, and just type in: bat mcm
      I do this anytime the menu needs refreshing.
      Sometimes I have to type it in 3 times in a row to get it actually work though.
    2. Drake0713
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      Thank you for the instructions, but could you clarify this part "Then paste the code in there" - what code, where?
    3. tenaciousmucus
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      Thanks @FalseZen, my fix was two-fold. Had to move the mod almost to the bottom of my load order AND had to reset the MCM using your instructions! I just used the console command, though. Didn't bother making a bat file.
      For some reason they are still called "Unusual Stones" in my inventory even though i have the active quest now, but everything else is working fine, so whatever I guess.
      This was on v1.6.1130
  3. nightscrawl
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    The stacking did not work for me on an existing save. However, I'm curious to see what happens when I pick up a new one. Two scenarios: the new one stacks with the previous most recent stone, so I'll have a stack of (2) + all the other singles, OR they all magically pop into a stack.

    (I'm running around Solstheim, so it'll be a bit to test. Decided to look up a mod for black books and also check these out to reduce inventory clutter.)
  4. SilentStorm064
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    I love this mod! Unfortunetly it's probably incompatible with this one, right?
    In the Shadow of the Crown - No Stone Unturned Alternative

    What would I have to do so I can patch them? It doesn't have any record conflicts but the new alternative quest also copies the alias stuff from the vanilla quest I think
    1. thegeekofalltrades
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      I popped it open in SSEEdit alongside SSoB to take a look. Interestingly, it doesn't look directly incompatible: it doesn't modify vanilla TGCrown at all, instead introducing its own parallel quest. But, it copies the bugged renaming method of forcing the stones into aliases from vanilla No Stone Unturned.

      I also unpacked its scripts for a look. The scripts do refer back to the vanilla TGCrown quest, and I'm not sure how well they would play together with the changes I made to that quest.

      My guess as to what would happen in the best case if you installed both is that if you did the mod's quest, the gems would not stack. But if you did No Stone Unturned, instead, they would.
    2. SilentStorm064
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      Thanks for the info, I thought the same things with the aliases. I guess for a patch I could try to just delete the alias parts in xEdit and pray that the scripts still work?
  5. Chuckg
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    Is this compatible with Convenient Stones of Barenziah?
    1. RealMileswift
      RealMileswift
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      Yeah just tested it and saw a quest marker for the one in riverwood
    2. ftwranger
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      there is just one extra marker at dark brotherhood. we have 25markers on map instead of 24 but journal says 24 so probably quest won't break and it's just a visual bug

      edit: change log says: "Add a quest marker to the Dark Brotherhood Sanctuary door to work around the quest marker on the gem inside not being visible until you're able to enter the sanctuary for the first time. The workaround marker is removed when you enter the sanctuary for the first time."

      so both mods should work nicely
    3. thegeekofalltrades
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      It would be easy to add an option to disable the workaround marker for this use case. I might throw that in at some point.
  6. abcd99
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    ESP-FE version, for anyone interested: Here.
    1. dzee349
      dzee349
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      Thank you!
    2. SGTSAL
      SGTSAL
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      Thanks, Mate!
    3. IcemanSR
      IcemanSR
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      File here is already flagged ESL
  7. deleted5553198
    deleted5553198
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    Does this by any chance make the stones droppable?
    1. thegeekofalltrades
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      No.
    2. patternboy
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      Hey, just to put it out there that they can be made droppable by removing the 'Quest Item' flag from each gem in SSEEdit (as was done here: https://www.nexusmods.com/skyrimspecialedition/mods/686).

      I've done this for myself using your mod as a base and will test it out properly soon, but just wondered if you foresee dropping/placing a stack in a chest somehow breaking the quest-related aspects of your mod?
  8. Robnew
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    Brilliant mod and basically a must for my playthroughs!
  9. thesquid10
    thesquid10
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    Has anyone tried using it on an existing save? I don't really wanna go through a chunk of the game again just for this quest
    1. Robnew
      Robnew
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      Well it worked for me but you know how skyrim can be.
  10. stephenince
    stephenince
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    I don't see an MCM menu, nor does the console command activate quest markers. I'm using 2.0 and it's a fresh game. Any tips?

    Edit: Decided to move it much lower down the load order and now the MCM menu has registered and the quest markers show up.
  11. starszeus
    starszeus
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    Thanks for your mod and its update.