ESPFE Version Available! (Version 1.2) A few of you have suggested compacting the Form IDs and creating an ESPFE (i.e. ESLified) version that doesn't require a slot in your load order. Well, here it is!
CAREFUL: This new ESPFE version is NOT compatible with save games that used versions 1.0 or 1.1 or the mod. To update your game safely if you used an older version, please follow these steps:
1) Start your game and create a new, full save (NOT a quicksave!) 2) Exit the game to desktop and deactivate the old version of the mod 3) Start the game and load the previous save. You'll get an error stating the save requires the old mod. Just say Yes and continue. 4) Create a NEW FULL save (NOT a quicksave!) 5) Exit the game to desktop and activate the new mod version 6) Start the game and load the save from step 4) 7) Create another save 8) Load the last save 9) All done
I'm afraid with this method, you will have to return to Ri'saad and restart the quest with him. On the other hand, you will still have the stones you found earlier, so you don't need to go find them again.
EDIT: Okay, so I'm afraid this method didn't quite work for me. For some reason, the stones in the inventory couldn't be forced into the new alias names (i.e. Stone of Barenziah), so the stones remain in the inventory as "Unusual Gem". Haven't checked to see if the stones hidden in the world have the same issue. I left version 1.1 in the Old Files section, so anyone can revert to the old version if they prefer. I did it for me, and it's very possible my next version won't be offered as an ESPFE. Like I said, compacting Form IDs can get really complicated, and I just don't like having to put in the effort.
EDIT 2: I've tried this several times now, and it seems to work, especially if you use FallrimTools ReSaver on the Save you create in Step 4).
Version 1.1 available I figured this mod would also benefit from a BSA, since it contains a few scripts and almost 50 voice files. It's easier to manually install or uninstall with BSAs. I also corrected an issue in which Ri'saad will allow you to begin his quest although you've already joined the Thieves Guild.
For those of you who have been asking for patches, for instance for Destroy the Thieves Guild, I'll take a look, but it might take a while, since I'm working on more quest mods. BTW, if anyone know people who would like to help test new quest mods, please let me know in the comments, or write me a message.
I installed this mod while already having "No Stone Unturned" in my log but not having joined the Thieves Guild. Once I talked to Ri'saad to get ITSOTC, No Stone Unturned was not removed from my quest log or marked as completed/failed. Is there any way to make this happen?
For anyone else who has the issue where the quest instantly fails I have a fix.
Type: help "opbarenziah" It will show you the <questid>
Next, type: resetquest <questid>
Exit the console, ideally the quest should now start but it might not. If not, type: setstage <questid> <stage value> (try 0 for the vaule)
That worked for me and hopefully it *should* work for anyone else.
P.S. This is a great mod! I wish bethesda devoted more time into make their rpg's actullay rpg's, thankfully we have such great modders to fix their games.
I'm not a full member of the thieves' guild, but for some reason the quest automatically fails? It says that I had a member of the thieves guild appraise it despite it still being in the "become a full member of the Thieves' Guild" stage of No stone unturned. Is this a bug or did I just mess something up?
man, an idea: you could change te description of the quest...it is stated "since i do not want to give them to the thieves guild..."I still do not know if I want, if would be better if it was "if I do not want to take them to the thieves guild..."
Hi, author of that mod here. OregonPete, if you're willing to add SKSE as a dependency, you can use its `SetName` function to change the names of the gems at the appropriate time instead of forcing them into named aliases, and that will allow them to continue stacking (that's how the fix in my mod works).
Is there any problem or changes if i complete the quest with Ri'saad and join the Guild later on (besides not completing the quest with Vex, of course)?
Let me say that this mod looks amazing--it's just the thing I've been wanting to come to Xbox! We have nothing like this.
Would you consider making a port of this for xbox players, or granting permission for a porter to port this mod for console players (it would have to be hosted on Beth.net so xbox players can download it, of course). Thank you for your consideration!
Sorry, I don't have an xbox, so I can't create a port. But you certainly have my permission to port it to xbox. Please don't forget to credit me as the original author.
I'm using v1.5 and I cannot get the dialogue to pop up for Risaad and even the quest marker to to bring the gem to an appraiser only points towards maul.
Nothing is overwriting it in xEdit and I placed it low in my LO, but still no luck. Do you have any idea what could be causing this?
Hi, I have version 1.3, and I'm wondering A. if I need to upgrade/update, and B. if I then need to try the process you describe in the sticky note or if I can instead simply tell Vortex to update the mod.
Regarding question A. -- From your description of 1.4, seemingly I'm okay without that update, because I don't think I've removed any stones from my inventory, and I'm not planning to remove any.
However, the description of 1.5 sounds like it's absolutely necessary, else the quest can't be completed via the mod! "Version 1.5 fixes an issue where the quest fails as soon as you pick up the Crown of Barenziah and then restarts the No Stone Unturned quest, pointing you to Vex." Am I understanding that right?
Regarding question B., you wrote in mid-February: "You should be able to upgrade to this version from version 1.4 without any issues." However, in response to Santheos on 1/28/23, you indicated that upgrading (mid-game) from 1.3 to 1.4 could be problematic. What is the current wisdom about going from 1.3 to 1.5? I'm not very savvy about how mods work, but so far I've avoided problems by being careful about looking for instructions or warnings.
I haven't met with Ri'saad yet to ask him about the unusual gems. I have collected 17 of the gems.
Thank you for your mod! It's a great idea to provide this option for immersively avoiding an arrangement with the thieves guild.
I no longer offer version 1.4 because of the bug it contains. And there's always a chance that changing versions mid-game will cause issues, so a clean install would be advisable. I've done it, and it seems to have worked for me, but I did go into the ReSaver app and deleted any instances of Irresistible scripts before installing the new version.
I had the same issue, but I know what caused it. Mods that sort items will pull the Stones from your inventory, quest item or not - when they're readded, the script counts them as "new" Stones every time, so I managed to complete the quest having found only 2 of them.
Also, in 1.3 (BSA version), Ri'saad's dialogue is still silent (I've never used a previous version, installed on a new game). I'll try the loose files version and see if that works.
Just to be safe, I tested version 1.3 on a new game, and I didn't have any issues with Ri'saad's dialog. Was able to hear everything just fine. But let me try again, to be double safe. ;)
Also, I'm going to check on the way the quest handles adding new stones. If it's true that some mods can take the stones out of your inventory and then put them back in, that would certainly constitute an issue. But I'll look into it. Thanks!
To be honest, I'm not sure. I've always had issues with ESLified mods, but it might work. Worst case, uninstall and reinstall using the clean save procedure posted in the sticky at the top. Even better, use FallrimTools ReSaver on the Save you created in Step 4) of the instructions. Yes, you'll have to reacquire the quest from Ri'saad (it'll start as if you never talked to him), but you get to keep all the Stones you already have, i.e. you don't have to look for them again.
68 comments
A few of you have suggested compacting the Form IDs and creating an ESPFE (i.e. ESLified) version that doesn't require a slot in your load order. Well, here it is!
CAREFUL: This new ESPFE version is NOT compatible with save games that used versions 1.0 or 1.1 or the mod. To update your game safely if you used an older version, please follow these steps:
1) Start your game and create a new, full save (NOT a quicksave!)
2) Exit the game to desktop and deactivate the old version of the mod
3) Start the game and load the previous save. You'll get an error stating the save requires the old mod. Just say Yes and continue.
4) Create a NEW FULL save (NOT a quicksave!)
5) Exit the game to desktop and activate the new mod version
6) Start the game and load the save from step 4)
7) Create another save
8) Load the last save
9) All done
I'm afraid with this method, you will have to return to Ri'saad and restart the quest with him. On the other hand, you will still have the stones you found earlier, so you don't need to go find them again.
EDIT: Okay, so I'm afraid this method didn't quite work for me. For some reason, the stones in the inventory couldn't be forced into the new alias names (i.e. Stone of Barenziah), so the stones remain in the inventory as "Unusual Gem". Haven't checked to see if the stones hidden in the world have the same issue. I left version 1.1 in the Old Files section, so anyone can revert to the old version if they prefer. I did it for me, and it's very possible my next version won't be offered as an ESPFE. Like I said, compacting Form IDs can get really complicated, and I just don't like having to put in the effort.
EDIT 2: I've tried this several times now, and it seems to work, especially if you use FallrimTools ReSaver on the Save you create in Step 4).
I figured this mod would also benefit from a BSA, since it contains a few scripts and almost 50 voice files. It's easier to manually install or uninstall with BSAs. I also corrected an issue in which Ri'saad will allow you to begin his quest although you've already joined the Thieves Guild.
For those of you who have been asking for patches, for instance for Destroy the Thieves Guild, I'll take a look, but it might take a while, since I'm working on more quest mods. BTW, if anyone know people who would like to help test new quest mods, please let me know in the comments, or write me a message.
Type:
help "opbarenziah"
It will show you the <questid>
Next, type:
resetquest <questid>
Exit the console, ideally the quest should now start but it might not.
If not, type:
setstage <questid> <stage value> (try 0 for the vaule)
That worked for me and hopefully it *should* work for anyone else.
P.S. This is a great mod! I wish bethesda devoted more time into make their rpg's actullay rpg's, thankfully we have such great modders to fix their games.
One thing, if I may, is to have the stones stackable to lighten the inventory view
There is already this mod, would you happen to know if they are compatible?
Is there any problem or changes if i complete the quest with Ri'saad and join the Guild later on (besides not completing the quest with Vex, of course)?
Let me say that this mod looks amazing--it's just the thing I've been wanting to come to Xbox! We have nothing like this.
Would you consider making a port of this for xbox players, or granting permission for a porter to port this mod for console players (it would have to be hosted on Beth.net so xbox players can download it, of course). Thank you for your consideration!
Nothing is overwriting it in xEdit and I placed it low in my LO, but still no luck. Do you have any idea what could be causing this?
Regarding question A. -- From your description of 1.4, seemingly I'm okay without that update, because I don't think I've removed any stones from my inventory, and I'm not planning to remove any.
However, the description of 1.5 sounds like it's absolutely necessary, else the quest can't be completed via the mod! "Version 1.5 fixes an issue where the quest fails as soon as you pick up the Crown of Barenziah and then restarts the No Stone Unturned quest, pointing you to Vex." Am I understanding that right?
Regarding question B., you wrote in mid-February: "You should be able to upgrade to this version from version 1.4 without any issues." However, in response to Santheos on 1/28/23, you indicated that upgrading (mid-game) from 1.3 to 1.4 could be problematic. What is the current wisdom about going from 1.3 to 1.5? I'm not very savvy about how mods work, but so far I've avoided problems by being careful about looking for instructions or warnings.
I haven't met with Ri'saad yet to ask him about the unusual gems. I have collected 17 of the gems.
Thank you for your mod! It's a great idea to provide this option for immersively avoiding an arrangement with the thieves guild.
Also, in 1.3 (BSA version), Ri'saad's dialogue is still silent (I've never used a previous version, installed on a new game). I'll try the loose files version and see if that works.
Also, I'm going to check on the way the quest handles adding new stones. If it's true that some mods can take the stones out of your inventory and then put them back in, that would certainly constitute an issue. But I'll look into it. Thanks!