Skyrim Special Edition

File information

Last updated

Original upload

Created by

kryptopyr

Uploaded by

kryptopyr

Virus scan

Safe to use

598 comments

  1. kryptopyr
    kryptopyr
    • premium
    • 3,277 kudos
    Locked
    Sticky
    To find out what I'm currently working on click here.
  2. DrMonops
    DrMonops
    • premium
    • 312 kudos
    Locked
    Sticky
    I removed an extraneous folder from the download package that was causing issues for Nexus Mod Manager users. The files themselves remain unchanged, and if you've previously downloaded and installed version 2.7, there's no need to do so again.
  3. Tobias44142
    Tobias44142
    • member
    • 6 kudos
    I want an AE version of this lol.  One that will stop all the AE quests from automatically starting.  Insane how in AE you are bombarded with so many of the new quests you spend so much time trying to clear your log by the time you hit lvl 50
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      We've got patches for some of the Creations on kryptopyr's Patch Hub which allow you to delay or decline accepting some of the quests, and I also recommend Rebalancing Anniversary Edition - Quest Requirements.
    2. wegotclass
      wegotclass
      • premium
      • 0 kudos
      Are the patches for the creations compatible with the rebalancing anniversary edition mod or do they conflict? I see some conflicts in SSEdit but I don't know if they'd cause a problem.
    3. DrMonops
      DrMonops
      • premium
      • 312 kudos
      I'll look into that and get back to you; I don't think I've used our CC TCIY and Rebalancing Anniversary Edition at the same time.
    4. invinoveritas99
      invinoveritas99
      • premium
      • 13 kudos
      This was asked in the RAE Quest Requirements page 12 Sept 2022.
      Answer was (as of 7 May 2023) "RAE should win all conflicts with TCIY so just load it below."
    5. DrMonops
      DrMonops
      • premium
      • 312 kudos
      In most cases, it looks like loading RAE after the CC TCIY patches won't break anything, but to ensure consistency and address a instance where a quest may not trigger, please use this patch. We'll include it in kryptopyr's Patch Hub the next time we update.
  4. Oblivionplayer437
    Oblivionplayer437
    • premium
    • 74 kudos
    Please, could you quickly confirm what the change is that TCIY makes to the Delayed Burial quest when using it together with CRF and the TCIY_CRF patch? 

    I *think* TCIY removes the quest to trigger when overhearing the conversation between Uthgerd and the horseman, right? I *think* TCIY will trigger the quest only when we actually speak to Cicero at the Loreius farm and ask about "Any way to help?", yes?

    Cheers and thanks for this indispensable mod!
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      It's exactly that. Overhearing that conversation will no longer trigger the quest.
    2. Oblivionplayer437
      Oblivionplayer437
      • premium
      • 74 kudos
      Ok great, thanks for the quick reply!
  5. AlexintheVerse
    AlexintheVerse
    • supporter
    • 2 kudos
    thanks so much for this mod, just in SSSedit, wondering what your recommendation would be.
    Should this ESP be loaded after AYOP and Requiem? 
    only thing i see AYOP overwrite is "MS07JareeRaOfferTopic "So what's your offer?"

    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      Load order with Requiem shouldn't matter. I've always loaded TCIY before the AYPO - Misc file, but, with a small patch, the load order becomes irrelevant.

      I'll add that patch to our Patch Hub, the next time we update it.
    2. AlexintheVerse
      AlexintheVerse
      • supporter
      • 2 kudos
      hey yeah thanks so much for the info/patch drop!
      super appreciate that.
  6. David2014
    David2014
    • member
    • 2 kudos
    Good mod, nothing worst than "you seen a dog on the road" while clearing forgotten dungeons
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      Thanks! Glad you're enjoying it.
  7. Hobbyking
    Hobbyking
    • member
    • 2 kudos
    Would love to see this added to PC bethesda.net. Getting a mod manager to work and stay working on linux is kinda tough and I miss this mod...
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      I'm not sure if, or when, that might happen, but I've passed your comment on to kryptopyr. 
  8. Deamron
    Deamron
    • member
    • 1 kudos
    Please add fishing quest to this wonderful mod!
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      I'll see about making a patch for Fishing, although I can't predict when I'll get to it.
    2. Deamron
      Deamron
      • member
      • 1 kudos
      Thank you!
  9. Elthrael
    Elthrael
    • member
    • 0 kudos
    I installed the mod using MO2, but I'm not sure it's doing anything. I tested it on "Light's Out!", but I see no option to turn Jaree-Ra in to the guards before accepting the quest, as stated in the article. I can only say "So you want me to turn out the lighthouse etc." and then the quest is accepted. Same with "Dungeon Delving", I just ask Oengul about the sword and the quest is already in my journal, I have no option of accepting/rejecting.

    I have some basic fixes and Script Extender stuff installed, like USSEP, SSE Engine fixes and Display tweaks, Better Jumping, but no other quest mods installed. Running v 1.6.1130. Made sure ESP is checked and mod is enabled in the mod manager.
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      If the mod is enabled and active, then I'm not sure what's going on there. "Setting up a wreck? I should turn you in to the guards." should appear as an alternative to the line you referenced. (It doesn't actually let you turn him in, but it ends the conversation without accepting the quest.) I can confirm it's working for me.

      Is the .BSA properly installed as well? I don't think it would affect the "Light's Out!" changes, but if it were missing it could impact the "Dungeon Delving" changes.

      Actually, just to confirm, USSEP is loading before TCIY, right?
    2. Elthrael
      Elthrael
      • member
      • 0 kudos
      Yeah, mod load order and plugin order is fine. I figured it out. SSE Engine Fixes breaks certain mods if the following commands are set to "true" in the EngineFixes.toml file

      EnableAchievementsWithMods
      SaveAddedSoundCategories
      SaveScreenshots

      If any of those are "true", some mods, like this one and SkyUI don't work on 1.6.1130 and corresponding SKSE stuff, but if you disable "EnableAchievementsWithMods", it naturally disables Steam achievements. After reverting them to "false" and using Achievement Mods Enabler (https://www.nexusmods.com/skyrimspecialedition/mods/245) to get my achievements back, the mod works! Tested on the same quests. I can tell Oengul that his Jarl is a lazy ass and not outright accept the quest, and tell Jaree-Ra to eat guard boot before accepting the quest.

      By the way - how come you didn't update your Quest Remover mod for SE? It would be a godsend to remove all the junk that piled up in my quest log before I installed this gem of a mod. Is there another, similar mod that can achieve that?
    3. DrMonops
      DrMonops
      • premium
      • 312 kudos
      Good stuff! Glad you were able to figure it out.

      Regarding Quest Eraser, there's been a couple .DLL mods for Special Edition which do similar things, but aren't limited to specific quests like QE is, so we haven't really seen the need (or demand) to port it. Hide Those Futile Quests SE is the mod I'd currently recommend. (Also, just to be clear, I'm not kryptopyr; I just maintain her mods.)
    4. Vattende
      Vattende
      • supporter
      • 7 kudos
      Would install this mod only on a fresh game. Existing saves may only work partially.
  10. adr2257
    adr2257
    • premium
    • 0 kudos
    where do I put it at in my load order?
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      I load it fairly early, so other quest mods can overwrite it if necessary. That said, there shouldn't be very many direct conflicts so, anywhere you (or LOOT) place it should probably be fine.
  11. hymhym
    hymhym
    • member
    • 5 kudos
    I've used this mod for years. From way back when it was first released in LE days. It has become such a fundamental feature of my build that I forgot what it actually did. I just knew it was important.

    I'm reworking my build right now, taking a close look at all the mods I have and ensuring they play nice with each other. When the time came to re-evaluate this mod, I was blown away by re-discovering all the things this mod fixes. I've grown so accustomed to the changes created by this mod that I can't remember the way it was before. This mod is an absolute must, and in my mind, the way things should've been from the start. And with that realization, I felt compelled to pop over to Nexus and leave a "thank you" for creating this thing. So thank you so much for creating this.

    After having spent a lot of time playing Starfield,  I was reminded how obnoxious these forced quests really are. It really is a bad habit Bethesda should drop. And to top it all, it's even worse in SF. In Skyrim, there tends to be at least some contextual information about what it's about, whereas in SF it's just "Talk to Jack" or "Talk to Judy" with no explanation as to why you should care. By TES6 it'll prolly just be a single Misc Quest called "Go Talk" with a bunch of quest markers and no further information.

    But enough with my griping, at least in Skyrim, thanks to this mod,  I don't have to put up with that sort of nonsense. So thanks again for creating this mod. It really is a godsend.
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      Thank you for the very lovely comment! I've passed it on to kryptopyr. :)
  12. pncampbell
    pncampbell
    • premium
    • 9 kudos
    This mod sounded good in theory but seems to remove some dialogue I was not expecting. E.g. after the companions giant fight outside whiterun theres no sarcastic "thanks for the help" / "I see you can handle yourself" from aela, I was expecting the dialogue to still be there just not auto-triggering. I was disappointed that all I get is the standard companions pre-join dialogue options with no mention of the incident.

    If this is typical of the mod, i.e. that it removes some immersive context sensitive dialogue then I think Ill pass for the time being.
    1. DrMonops
      DrMonops
      • premium
      • 312 kudos
      That's not caused by this mod. As mentioned in the description, this mod doesn't remove dialogue.
    2. DavidMaurus
      DavidMaurus
      • member
      • 5 kudos
      Do you use the  "Aela Doesn't Approach If You Don't Help" mod by any chance?
    3. pncampbell
      pncampbell
      • premium
      • 9 kudos
      On further experimentation it appears that you Aela does indeed approach you with the "you can handle yourself" line if you help kill the giant, if you don't however there is no "thank for the help" sarcastic line.
    4. DrMonops
      DrMonops
      • premium
      • 312 kudos
      Again, not caused by this mod. I just tested it, didn't help, and Aela led with the "Well, that's taken care of... no thanks to you" line.
    5. r0000
      r0000
      • member
      • 2 kudos
      There is no "thanks for the help" sarcastic line in vanilla. This isn't FO4.