Skyrim Special Edition

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Edmond Noir

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EdmondNoir

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  1. EdmondNoir
    EdmondNoir
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    ***Is it Compatible Questions***

    Please Refer to the description page under compatibility - feel free to still ask compatibility questions but that should take care of the majority. Main Point its compatible.
  2. goodysoup16
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    Cool idea but it conflicts with a script that I had already tweaked. No script source is generally an immediate uninstall for me anyway.
    1. EdmondNoir
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      You didnt read the mod page description and have a fundamental misunderstanding on how mods work I believe -

      The description page details its the vanilla* script unchanged as a core script the structure and function is not different - so if you want the source just unpack vanilla bsa or source script folder or zip or just decompile it yourself it takes only seconds. All I did was modify the number value of how many radiant quests are required (a change of the number like 20 or something to 5) and upped the property of how much money radiant quests pay. I also detail on my mod page that you can chose which values you want since other mods do a similar or same thing to me so you can just not install my script repalcer and use another mods if you like their values more or use mine if you like mine more. If you are talking about the 1 quest script - no one to date has altered that one and changes are made to ensure Brynjolf becomes guild master seamlessly via modifying a true statement to a false statement to avoid people saying you are guild master. Comments like this will add unnecessary confusion so please make sure to read a mods description page and understand higher level modding concepts before making assumptions or drawing conclusions. All you had to do was read the "Compatibility" section or even just hit crtl F on your keyboard and search for the word script. Let me know if you have additional confusion while you get your barrings. Best of luck.
    2. goodysoup16
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      I did read the mod page looking for a source link. The mod page does not make anything clear besides that your mod is compatible which is not the same as doing what I want it to. My comment creates no confusion. Mods without source ought to be marked. I'm aware of pex decompilers and wrote them off after running across Pex Decompiler which doesn't produce papyrus. I now see that pex files do contain symbol names and that champollion usually produces reasonable code. This is still a pain obviously because the first thing I want to do is put the mod's script in a diff tool which is going to go poorly with decompiled code. I don't need luck, my 1200 plugin LO is essentially done and I'm playing now. My personal mods include a raycasting based automatic 3D tree LOD generator that produces much higher quality LODs than I've ever seen at almost zero performance cost. Which is to say that I am almost totally uninterested in other people's perspectives on modding.

      P.S. Why does this mod disable Talen Jei's "You have some nerve coming back" line? It doesn't seem warranted to me.
    3. EdmondNoir
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      You are consistently coming off rude to me* and that may not be your intent but please try to be more respectful. This is my house you take off your shoes at the door and treat me and everyone else in my house with respect. The mod page does state clearly that this mod makes it so Brynjolf is guild master. All changes are to that end. Anyone with even the smallest amount of computer knowledge could unpack the vanilla zip to look at the raw vanilla script no markups nothing (I told you to do this previously ill add that if you open up CK 1 time it would ask you if you want to do this and you should bold is to catch the eye) and de-compilers work just fine if you wanted to go that route no errors they just de-compile with markup I used them to recreate the entire Automatron DLC from scratch for Fallout 4 VR without issue re-order it to match vanilla and compare. I also detail that all I did was modify the number value of how many radiant quests are required (a change of the number like 20 or something to 5 - looking at it now I see its more like 4 but whatever you get the idea) and upped the property of how much money radiant quests pay. I also detail on my mod page that you can chose which values you want since other mods do a similar or same thing to me so you can just not install my script repalcer and use another mods if you like their values more or use mine if you like mine more. When making this mod to ensure that everything worked correctly I saved it as a BSA which means every file that CK designated as modified or required for the mod to work was packed in. I then unpacked the BSA so it was loose to ensure my mod would win potential dialog conflicts or could be customized as i mentioned before with radiant quests via selecting if you want the change installed or not. I then packed it up and published - I thought at the time in 2018 6 years ago that the source scripts would get packed in as well but that isnt the case bsa doesn't grab them which I learned later so to get them you would have to do what I said yourself.

      Since you say you are very knowledgeable then I recommend you just extract the vanilla script. I don't understand confusion as I did this myself in seconds just now to give the example below. I love that you want to be nosy and see how things work but do it on your time - its not my job nor is it a requirement that I help teach or do technical back end work for you that is not required for the mod to work. But in any case here is one of the vanilla script and my changes to it so you can get a example of the kinds of changes I did. Again you see the scripts function has not changed.  It took me about 30 seconds to a minute to decompile my script and pull the vanilla script out of the vanilla script zip folder... As I said when you first open CK it asks if you want to extract all the raw source scripts or whatever just do that. You can figure out the rest yourself especially given how knowledgeable you have stated you are:

      Spoiler:  
      Show

      My Edits Are in Bold

      VANILLA:
      GlobalVariable Property pTGRMasterTotal Auto Conditional

      Function CheckCount()

          if pTGRMasterTotal.Value == 5  ;I made this 4
              SetStage(10)
          elseif pTGRMasterTotal.Value == 15 ;I made this 12
              SetStage(20)
          elseif pTGRMasterTotal.Value == 25 ;I made this 16
              SetStage(30)
          elseif pTGRMasterTotal.Value == 35 ;I made this 20 and so on 4 increase every time it looks like.
              SetStage(40)
          elseif pTGRMasterTotal.Value == 45
              SetStage(50)
          elseif pTGRMasterTotal.Value == 55
              SetStage(60)
          elseif pTGRMasterTotal.Value == 75
              SetStage(70)
          elseif pTGRMasterTotal.Value == 125
              SetStage(80)
          endif

      endFunction
    4. goodysoup16
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      I wanted to see your scripts and I've already decompiled them. I have the original scripts unzipped (no need to ever run the CK) like any reasonable modder. I wasn't interested in the vanilla scripts I was interested in your edits to qf_tgleadership_000d7d69. You've explained now that those edits are trivial but that wasn't explicitly stated anywhere in the description. Since Bethesda gave the incredibly unhelpful name TGREnablerHandlerQuestScript to the rewards controller script I didn't immediately realize what it was. I had considered that the lack of source might have been inadvertent. You are not required to provide source and I'm not required to use your mod. However, I am using your mod at this point since I see that it shouldn't cause any issues. You are free to block and delete posts and you are also the only one here being rude.
  3. airfirers123
    airfirers123
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    . Thank you for taking the time to improve this GAME. Make it more immersives, logics and lore-friendly.
    Really Love your mods.
  4. DrowElfMorwen
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    I am excited to use this, whenever I decide to play through the thieves' guild again. It makes so much more sense!
    1. EdmondNoir
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      well thanks man I hope you like it!
  5. MonkutPaik
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    I really like the idea and it makes more sense now but I have a question: is it still possible to go "Guild Leader route" or it permanently changes the ending?
    1. EdmondNoir
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      you can go the guild leader route by deactivating the mod or not installing the mod so the solution is very simple. Hope that helps!
  6. MelAnarch
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     Simple and seamless, this adjustment just feels right. Thank you for taking the time to improve this story. 
    1. EdmondNoir
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      thank you! Yea i just really felt like the story was forced. Like hey new guy want to run our entire guild?! Like Zeus on high who does that. It just makes SOOOO much sense for Brynjolf to be leader I just cant see it otherwise lol. Anyway kuddos for stopping by to share some positivity and for no other reason <3
  7. ReqviemEnvy
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    Finally, now with the No To Nocturnal Stone and the Change In Management Stone, I can just roleplay being a regular (But dangerously good) thief working for prosperity of the Guild with no daedra worshipping or sudden leadership.
    1. EdmondNoir
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      well thanks man im glad you like it - its one of my most unpopular mods so its nice to know people enjoy it.
    2. stygian9
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      It's fantastic! You are very appreciated.
  8. Arzo999
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    Hi, just wanted to ask. Since your mod incorporates a similar if not the same feature as the mod "All Thieves Guild Jobs Concurrently" (that of shortening the amount of radiant quests from the number set in vanilla), I wanted to ask the seemingly stupid question - are they compatible? I want to make sure just in case, since I'm apprehensive about making too many mod changes in a playthrough.

    Thank you for your answer and your work. This mod is exactly what I've been looking for, since I hate to become a leader of a guild that my character joined only for making a quick buck and not to be deeply invested in their affairs. Keep up the great work!
    1. EdmondNoir
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      its not a stupid question and its only very briefly mentioned in the description page under compatibility concerning another mod that does the same. To be direct. No conflict. You choose which benefit you want. If you like the number of radient quests he provides you dont overwrite the scripts. If you like my number of quests you overwrite the scripts. The scripts by the way are very very safe reason being is that they are vanilla. All I did was just change the number 20 to 5. you can do those edits on existing scripts all day no big deal. This is the same thing that other mod would have done.
  9. Sylisca
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    Just noticed the mod title is missing the first "E" in Management
    ~Cheers
    1. EdmondNoir
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      Kuddos and thank you :)
  10. jaqenhghar99
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    Hi, when I click the link to download for Xbox players it tell me the URL couldn’t be found and I can’t for the life of me find it on the Xbox mod page :(
    1. EdmondNoir
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      That would mean that whoever ported it deleted it - I wasnt aware that they did that and I am sorry about that. You could try to ask someone in the porting community to port it for you. Keep in mind this mod requires the original mod to work so that will also need to be ported.
  11. CloudAndProud13
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    Can you provide a more in-depth explanation of what changed in the update? I like knowing what each of my mods do, it's a requirement when your load order is as large as mine
    1. EdmondNoir
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      The theives guild reward system was broken in the vanilla game and would render like 100 gold to 300 gold etc. for the major multi hour quest associated to the guild I upped to a reasonable reward. Same for radiant but the boost was minor for radiant.

      In some of the quest dialog they say we pull this off and we will be set up for months - and the reward is like 100 gold.. thats not a months worth salary take it or leave it tho like you dont have to update if you dont want to! hope that helps!
    2. CloudAndProud13
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      Thanks