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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. Corvinus18
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    Looks really nice and i want to try it. How about compatibility wit At your own pace?

    Both mods edits the script: TGREnablerHandlerQuestScript

    Can be fixed just changing load orders, one overwritting the other?

    I also read the the description, but i dont understand anything about scripts. 
    1. EdmondNoir
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      when installing overwrite all or dont its up to you. Its compatible with everything. I state in the description page that the only scrip in my mod is a vanilla script and I just lower the requirements for the radient quests to progress from 100 to 20. thats all that script is. I and everyone else altering that script is changing that number from 100 to 20 or something similar... we all basically are doing the same thing. 
  3. cuddm
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    Hey Edmond, love the concept of this mod and plan to use it going forward, i never liked that the base game basically forces several guild leaderships on the player. Any chance you could look into a compatibility patch for Thieves Guild Alternative Endings by anbeegod? It's like a beefed-up (and frankly, better) version of No to Nocturnal, giving the player different options to refuse Nocturnal's offer. I think the combination of your mod with that one would be really cool, making it possible to first free the Nightingales from Nocturnal's influence (or purge the key), and then have Brynjolf take over the guild lead afterwards. Unfortunately there is a patch needed, because both mods modify the A Change In Management quest.
    1. EdmondNoir
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      This is covered under compatibility :)
    2. cuddm
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      Hm, yes and no, i don't doubt that placing your mod last will keep your quest/dialog changes to make Brynjolf leader... but it seems both mods make changes to Under New Management (TGLeadership), therefore doing so might break the other mods functionality, and the whole TG questline with it. While the functionality of TGAE is somewhat similar to No to Noctural (which you list as compatible), it is more expansive and makes bigger changes to the thieves guild quests... patching record conflicts with xEdit is one thing, but patching/merging conflicts in quest scripts is not so trivial. Thanks for your time and consideration in any case!
    3. EdmondNoir
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      do not patch or merge. Just adher to placing my mod after and both that mod and mine will work - I bet you a shinny nickle on it. hope that helps!
    4. cuddm
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      Aight, i'll risk it, at worst my TG questline may break but on the upside i'll be one shiny nickle richer! :P
    5. EdmondNoir
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      speedrun parts of the quest using council commands to test it out to be sure. But it should be fine. 
  4. Hyperies
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    2 error: could not be resolved in xedit.

    CuC03 Betrayal quest for the script third property down CuCFinala [C6000D07] <Error: Could not be resolved>
    The other was an initially disabled [REFR:C6000BD3] (places CuCBarrelActivator "Barrel" [ACTI:C600084C], same thing, the script property for CuC04ClimbBarrelScript could not be resolved.
    1. EdmondNoir
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      can be ignored.
  5. DarthVedda
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    Are there similar mods that allow you to pass the leadership of Companions, DB and Mage Guild to other NPCs?  I don't want to be burdened by the responsibility,  I just want to do the quests and get on with life. 
    1. EdmondNoir
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      Well for Companions there is no leader there is however a advisor thats about it which is more tame but to your point there is Immersive College of Winterhold which allows Tolfdir to be leader. As for DB you are listener not speaker no one finger of the hand is more important and all have a roll lol as they say.. but yea to your point nothing for Companions or DB.
    2. ApolloVibes
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      There's Choose Your Own Arch-Mage as well for College of Winterhold, if you'd like to pick who it is yourself.
    3. Spacefrisian
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      I use Buvarp for not becoming Archmage in a immersiv way.

      Buvarp SE
  6. Arcvalons2
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    There should be an option to make Karliah the leader, she was Gallus' successor.
    1. EdmondNoir
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      go for it :)
  7. gabrielrock19
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    Skyrim's SHANKS can finally be the guildmaster. I like the idea.

    Being the guild leader gets you no recognition for it and doesn't let you do anything with it after it's over. It's nicer to just finish the questline and leave.
    1. EdmondNoir
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      Thanks! its awesome to hear some people still like this!
  8. zettonhz
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    Hello, thanks for creating this mod. I just have one question: if i already defeated Mercer before i install this mod, will it still work?
    1. EdmondNoir
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      Yes of course. Any conversation moving forward will not reference you as being guild master. Past quests completed will be updated to detail that Brynjolf is now guild master. Any audio that is left will also detail that Brynjolf is guild master including the ceremony
  9. KeaganChipps
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    might be a dumb question as i might be confused but does this work for legendary edition? i think i remember using it a couple years ago but i just want to make sure before i screw up anything. 
    1. EdmondNoir
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      There are no meshes in this mod so it should be fine also it was made using the pre-update CK so again it should be fine. To be safe you could just save the .esp in the Legendary Edition Creation kit so it converts the .esp header for you to that version. everything else will be fine.
  10. 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.

      Edit: I got to the end of the thieves guild quests with this mod and I'm happy that @EdmondNoir took the time to explain why The source code that I wanted wasn't necessary. This is definitely one of the best mods for Skyrim in my opinion and it would have been silly of me to skip it.
  11. 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.