I've had a report of the wrong quests being skipped. I haven't been able to reproduce it myself - works fine for me - but from the details reported, I *think* the issue was caused by a delay between the array of quests being populated, and the list of quests being displayed in the menu. If the system loaded another covered quest in that time, there would be an offset between the two lists - meaning that if you tried to skip quest 14 in the menu list, quest 13 would be triggered instead.
Like I said, this is only a theory, but I've tried to fix it anyway. The script now wipes the whole array and repopulates it every time you load a new page of the menu. This introduces a slight delay in using the menu (about half a second on my system, which is pretty aged), but I hope it fixes the problem. Please let me know if you have any issues.
I've also fixed an issue that was preventing 'The Taste of Death' from correctly showing up as done.
It's safe to upgrade from 2.0 or later to the current version. It's not safe to upgrade from earlier versions to 2.0 or later.
Version 2.0 released, ironing out the issues with 1.0 (I hope).
I was fed up with the amount of time I spent having to sort out Raven Rock's problems, when I just wanted to kill Miraak and collect some stalhrim before heading home, so I was determined to make those quests skippable. Turned out to be quite a challenge, as they get re-initiated when you first step off the boat - even if the quests were already completed at that point, they'd restart. And don't get me started on the indestructible ash spawn. But it's done now.
As a consequence, if you have another mod that alters either 'The Final Descent' or 'March of the Dead', you will need a patch. (Although, if you don't want to skip those quests, you can resolve the issue by making sure this one is loaded before them in your load order.)
Works as advertised, no issues. I've always hated those Daedric quests. Now my Dragonborn won't ever have to deal with them again, ever. (Buh-bye, Boethia! Screw off, Meridia, and take your stupid beacon with you! Nope, haven't seen a dog, now I never will.)
Thanks. Any chance of adding the Waking Nightmare quest, for Dawnstar. I hate doing that one lol. And Guild Quests, Main Quests, DLC ones? This looks promising. Using MCM to advance and finish quests, skipping them is so much more convenient than console commands, great idea!
Waking Nightmare is already there, it was one of the first I did. (I hate all the daedric quests, they're so in-your-face intrusive.)
Do you use 'Timing is Everything'? And/or 'At Your Own Pace'? I recommend both. TiE can shove the DLC stuff right out of sight, and AYOP lets you manage the pacing of the main quest and the guilds.
Main quests - I have no plans to include any of that, it doesn't make sense (to me) to have someone else doing bits of it. Guild quests - yeah, same answer I'm afraid. Those questlines are designed to tell a coherent story, it would need careful working out to implement some way to outsource just a few bits of it.
Oh thank you so much, I absolutely dread doing that quest is was nice the first time, but they are just too much for a second playthrough. Daedric quests are just too much lol.
OK, I'm assuming you do have SKSE and SkyUI working...
If you add a new MCM on an existing save, it can take some time for it to show up. Usually it happens within about a minute of loading the save, but I have seen it take much longer - ten minutes or more.
If you've been playing for a while and still nothing happens, then... try this in the console: getstage stl_mcm
If the response is "GetStage >> 0.00", then the mod is installed and the MCM should be there. If it says "Item 'stl_mcm' not found for parameter Quest", then the mod isn't installed.
Sadly it seems you cant complete quests you already started with this mod and you cant skip main story quests, sad, i wish a mod like his would exist, this here was so close :(
Afraid not. You won't get to see the events of quests you skip.
In that particular case, the event won't happen at all. Someone else will encounter the Dark Brotherhood, and may become its Listener (or may not, how would you even know?) - but the various assassination targets won't start dying, and Vittoria's wedding will continue to never happen. Grelod will die, so you can adopt anyone from the orphanage if you like, but no-one else.
(Practically speaking, I don't know what happens if the wedding goes uninterrupted, but I imagine it's a bit anti-climactic. Fixing that would be well beyond my skills.)
Shame I was considering this mod but If I still can't see events theres no point. Hope one day soneone makes a mod that has your idea but you can actualky witness the events and even paticipate only not as the hero.
Just on this note, I've found this mod pairs nicely with Vittoria's Alternate Wedding (https://www.nexusmods.com/skyrimspecialedition/mods/62466) if you want to attend a drama free wedding due to someone else having destroyed the Dark Brotherhood!
My bad the wiki of the quest made it looked like blood on ice was the prerequisite. I didn't know I needed to complete the civil war questline. So I have not been there yet on this playthrough.
I guess I'm in a sharing mood today, maybe just inspired, but firs thing that occurred to me regarding wrong quests might have something to do with assuming the load order (IDs) of masters to be correct (hey, stuff happens).
Secondly, Made no secret of it, I'm trying to do a tomb raider type play-through. And just thought I'd share what this mod and your FAQ made me thing of. That "Other Adventurer" could actually exist, (maybe not even in game), as sort of a phantom nemesis. Random or patterned, even generously timed chance they will "get there before you". Doing the same quest, plucking up your prizes, leaving mean notes. Etc. Then the dread Failed: Quest message. Ideally, it would never impact the main questline directly.
So if I'm reading this right: you have to make up your mind before the quest ever pops up? Anyway, thanks for the inspiration and the link to timing is everything, that's pretty cool too!
I put a fair bit of thought into making sure the quest IDs are foolproof, and I'll be quite disappointed if it's confirmed I failed at that.
Yes, you have to make the decision before the quest appears in your journal. (Mostly because I couldn't figure out how to delete a journal entry. Although your idea of "failing" quests could be an answer to that. I'll think it over, thanks.)
Yeah, "Timing is Everything" is wonderful. Another, newer, mod in the same vein is "At Your Own Pace". Check it out.
Are you saying to complete the Mirak Quest the others (The Final Descent' or 'March of the Dead) have to completed also. Or can they still be completed as normal?
The only quests on Solstheim I've touched are the three involved with rebuilding Raven Rock: "March of the Dead" (dealing with the ash spawn at Fort Frostmoth), "The Final Descent" (exploring the ebony mine), and "Served Cold" (stopping the Morag Tong). You can skip all three of those, or you can do them normally. The Miraak quest is not changed at all, you can do that anytime - before or after the Raven Rock quests.
One thing I've discovered recently - if you skip just one of the two earlier Raven Rock quests ("March of the Dead" or "The Final Descent"), then "Served Cold" may not trigger correctly. It should start immediately after both of the previous quests are completed, but that doesn't seem to work at the moment. I'll fix that when I can.
Ok i thought you were saying you figured out how to complete the Mirak quest, but it also had to complete the others which would lock them out for the player to close. So, what you're saying is you want to complete the Mirak quest by itself. Yeah, that's goning to be tough because there are so many involved quests, but I hope you figure it out. That quest gets old after you've done it 50 times. Infact most quest get old after so many, but some are so short it's not really a big deal like the Meridia quest. Luckily for me there's an addon mod that makes that one more interesting to complete.
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Like I said, this is only a theory, but I've tried to fix it anyway. The script now wipes the whole array and repopulates it every time you load a new page of the menu. This introduces a slight delay in using the menu (about half a second on my system, which is pretty aged), but I hope it fixes the problem. Please let me know if you have any issues.
I've also fixed an issue that was preventing 'The Taste of Death' from correctly showing up as done.
It's safe to upgrade from 2.0 or later to the current version. It's not safe to upgrade from earlier versions to 2.0 or later.
Version 2.0 released, ironing out the issues with 1.0 (I hope).
I was fed up with the amount of time I spent having to sort out Raven Rock's problems, when I just wanted to kill Miraak and collect some stalhrim before heading home, so I was determined to make those quests skippable. Turned out to be quite a challenge, as they get re-initiated when you first step off the boat - even if the quests were already completed at that point, they'd restart. And don't get me started on the indestructible ash spawn. But it's done now.
As a consequence, if you have another mod that alters either 'The Final Descent' or 'March of the Dead', you will need a patch. (Although, if you don't want to skip those quests, you can resolve the issue by making sure this one is loaded before them in your load order.)
Its pretty close to my request on the forums some time ago :)
Cheers!
Do you use 'Timing is Everything'? And/or 'At Your Own Pace'? I recommend both. TiE can shove the DLC stuff right out of sight, and AYOP lets you manage the pacing of the main quest and the guilds.
Main quests - I have no plans to include any of that, it doesn't make sense (to me) to have someone else doing bits of it. Guild quests - yeah, same answer I'm afraid. Those questlines are designed to tell a coherent story, it would need careful working out to implement some way to outsource just a few bits of it.
Alright I'll download them.
I see, that's fine then.
If you add a new MCM on an existing save, it can take some time for it to show up. Usually it happens within about a minute of loading the save, but I have seen it take much longer - ten minutes or more.
If you've been playing for a while and still nothing happens, then... try this in the console:
getstage stl_mcm
If the response is "GetStage >> 0.00", then the mod is installed and the MCM should be there. If it says "Item 'stl_mcm' not found for parameter Quest", then the mod isn't installed.
Please let me know if this helps you at all.
Main story quests - I'm not gonna touch those, no, but there are mods that do. Have you looked at "At Your Own Pace"?
In that particular case, the event won't happen at all. Someone else will encounter the Dark Brotherhood, and may become its Listener (or may not, how would you even know?) - but the various assassination targets won't start dying, and Vittoria's wedding will continue to never happen. Grelod will die, so you can adopt anyone from the orphanage if you like, but no-one else.
(Practically speaking, I don't know what happens if the wedding goes uninterrupted, but I imagine it's a bit anti-climactic. Fixing that would be well beyond my skills.)
I assume you've met all the other requirements to buy it?
Now that you've pointed it out, I'll check the conditions and make sure they're met. Thanks for the heads-up.
Secondly, Made no secret of it, I'm trying to do a tomb raider type play-through. And just thought I'd share what this mod and your FAQ made me thing of. That "Other Adventurer" could actually exist, (maybe not even in game), as sort of a phantom nemesis. Random or patterned, even generously timed chance they will "get there before you". Doing the same quest, plucking up your prizes, leaving mean notes. Etc. Then the dread Failed: Quest message. Ideally, it would never impact the main questline directly.
So if I'm reading this right: you have to make up your mind before the quest ever pops up?
Anyway, thanks for the inspiration and the link to timing is everything, that's pretty cool too!
Yes, you have to make the decision before the quest appears in your journal. (Mostly because I couldn't figure out how to delete a journal entry. Although your idea of "failing" quests could be an answer to that. I'll think it over, thanks.)
Yeah, "Timing is Everything" is wonderful. Another, newer, mod in the same vein is "At Your Own Pace". Check it out.
One thing I've discovered recently - if you skip just one of the two earlier Raven Rock quests ("March of the Dead" or "The Final Descent"), then "Served Cold" may not trigger correctly. It should start immediately after both of the previous quests are completed, but that doesn't seem to work at the moment. I'll fix that when I can.
Guard Dialogue Overhaul Redux at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)