Would it be possible to get the droppable stones mod by itself if we don't want the quest markers mod? I kind of like the hunt for the stones but hate having to cart them around.
I don't know what happened but the mod is no longer working for me. I tried to load it both before and after even better quest objectives and I'm still not able to drop the stone and there are no markers on the map even though the mod installed. I'm not sure what I'm missing!
Is it okay to have this installed lower in the load order with "T'Skyrim - True Skyrim", which integrates the version of this mod where the stones are non-droppable?
tl:dnr: Game engine wouldn't let ya do that because Reasons(tm) revolving around the persistence flags tied to these pesky things.
Verbosity:
Don't think they could - these stones are not random references generated like collected alchemy ingredients or some iron sword you find laying around or on a vendor. Those stack because the game engine has protocol to stack them already built in. But when items are really persistent, it gets a LOT messier.
The quest maker wanted you to be able to go somewhere (like the burial chamber in Whiterun) and see the stone, and choose not to pick it up. But it needed to be there, waiting for you, till you *did* pick it up. BUT AFTER you picked it up, then UNLIKE everything else in that cell...it needed to never ever respawn. And that's why these stones are a huge pain in the coding backside. If the quest maker had flagged the stones like the sprew you usually find in dungeons, then you could grab the one in Whiterun, wait a few game days, go back inside, and find *another* -- makes no in-game sense. Breaks immersion...blah blah.
The best alternative (in the quest maker's mind) was to make 24 specific persistent stones. They never disappear till they're picked up, *BUT* once you pick them up, they're hanging out in your inventory, effectively 24 "unique items" - the only thing making them not droppable was the "quest item" tag - that's what this mod removes. But making them not persistent so they could stack would (I *think*) break the quest. I say I think because I'm staring at the code in TES5Edit with the barest "hello world" knowledge of scripting ;)
As it is, normally (you can mess this up badly with console commands - do it the wrong way and the quest is broken hardcore) these stones are designed to *never* be removed from the game. If you look at the quest scripts in TES5Edit, you'll see that they're just ganked from your inventory and chucked into a holding cell apparently created just to hold the stupid things forever when you're technically "done" with them.
Three of the little finks have some 15 other game elements referencing back to them too - which is why nobody sane ever tries to delete them from the game ;)
Just a tip for people who want to skip all the stone finding, do as I did: - Open Console and type: set TGCrownGemsFound to 23 - Followed by: set TGCrownGemsTotal to 23 - Now grab one Unusual Gem, doesn't matter which one, and it'll trigger the 24 stones quest objective. - Go back to Vex for the Crown quest objective.
If you've got issues completing the quest, like you've found them all but it doesn't trigger you can do the following: - Open Console and type: set TGCrownGemsFound to 24 - Followed by: set TGCrownGemsTotal to 24 - Followed by: setstage TGCrown 30 - It won't show in your quest log but it will unlock the next dialogue with Vex.
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Stackable Stones of Barenziah with Optional Quest Markers
doesn't make them droppable, but stackable.
(also confirmation that this works for the anniversary edition)
Verbosity:
Don't think they could - these stones are not random references generated like collected alchemy ingredients or some iron sword you find laying around or on a vendor. Those stack because the game engine has protocol to stack them already built in. But when items are really persistent, it gets a LOT messier.
The quest maker wanted you to be able to go somewhere (like the burial chamber in Whiterun) and see the stone, and choose not to pick it up. But it needed to be there, waiting for you, till you *did* pick it up. BUT AFTER you picked it up, then UNLIKE everything else in that cell...it needed to never ever respawn. And that's why these stones are a huge pain in the coding backside. If the quest maker had flagged the stones like the sprew you usually find in dungeons, then you could grab the one in Whiterun, wait a few game days, go back inside, and find *another* -- makes no in-game sense. Breaks immersion...blah blah.
The best alternative (in the quest maker's mind) was to make 24 specific persistent stones. They never disappear till they're picked up, *BUT* once you pick them up, they're hanging out in your inventory, effectively 24 "unique items" - the only thing making them not droppable was the "quest item" tag - that's what this mod removes. But making them not persistent so they could stack would (I *think*) break the quest. I say I think because I'm staring at the code in TES5Edit with the barest "hello world" knowledge of scripting ;)
As it is, normally (you can mess this up badly with console commands - do it the wrong way and the quest is broken hardcore) these stones are designed to *never* be removed from the game. If you look at the quest scripts in TES5Edit, you'll see that they're just ganked from your inventory and chucked into a holding cell apparently created just to hold the stupid things forever when you're technically "done" with them.
Three of the little finks have some 15 other game elements referencing back to them too - which is why nobody sane ever tries to delete them from the game ;)
- Open Console and type: set TGCrownGemsFound to 23
- Followed by: set TGCrownGemsTotal to 23
- Now grab one Unusual Gem, doesn't matter which one, and it'll trigger the 24 stones quest objective.
- Go back to Vex for the Crown quest objective.
If you've got issues completing the quest, like you've found them all but it doesn't trigger you can do the following:
- Open Console and type: set TGCrownGemsFound to 24
- Followed by: set TGCrownGemsTotal to 24
- Followed by: setstage TGCrown 30
- It won't show in your quest log but it will unlock the next dialogue with Vex.
Cheers.