I'm asked in PM or otherwise for permissions to port this mod to SSE. I'm NOT giving that permission to anyone. Reason is that I acknowledge there are may be problems with Unofficial Patch and other incompatibilities and I want to fix those myself by taking a slightly different approach that I hope to be more compatible. I really want to do it but to this point I encountered some issues with SSE CK. There were also claims of issues with radiant quests not starting but as investigated long ago that may be a Skirim issue that happens even without this mod - this is actually part responsible of me loosing interest in modding Skirim unfortunately. Of course you can do that, on your own risk, for PERSONAL use and/or share it PRIVATELY with your friends, but NOT (and not limited to) Nexus or official Bethesda sites. Thanks for understanding.
I'm asked about SSE edition in pm and otherwise. I will do that but don't know when will be done exactly. It would help if anyone can send me a save game with a character in TG with no mods installed.
I uploaded an attempt to fix the issues people seem to have with special jobs. The issue most likely is caused by USKP which modifies the conditions for those dialogues (or any other mod doing that). Download the file in the UPDATE section if you have the issue and overwrite the LTGJ esp with the one from there. After finishing all special jobs you could probably revert to the current main download. The fix most likely will revert something USKP is trying to fix yet we live without that for years. I won't stop here and will try to figure what was the intend and properly merge it here when I can. Note that the patch is not guaranteed to fix the issue as I don't have a save with TG progress but special jobs to be done. Please test and report if it works.
your running blind my friend ask the creators of USKP for detailed info about that specific parts which are currently clashing and my theory failed by the way stacking jobs upto 4 in each hold is not the problem indeed... but i still have few more options to try before we conclude that it needs a patch
I'd like to first say that I love this mod. While trying to hunt down why it no longer seems to offer a second cap quest (no matter how many jobs I do where), I noticed that USKP's latest update has a tgrshellscript replacement (among other TGR scripts), which does have fresh variables for handling dialog, but lacks your variables for handling hold-chosen jobs. I believe that fixing this mod to work with USKP will require combining your tgrshellscript changes with the USKP's. Hope it helps.
Update: Found the issue, in lh_lgr_tgrshell_00028923 (script). Easiest way to repair: Find/Search for "if kmyQuest.pTGRFirstCap == 0" (4 instances) & insert a semicolon before those lines and the "endif" lines that follow each, then just recompile.
Near as I can tell, the second part fixes the Special Jobs bug, whether or not USKP is used, by allowing Cap counter to increment past 1 (first job completed). [Edit: This is tested and verified works]. The first part (adding USKP bool properties to shell script) may or may not be necessary for USKP compatible dialog handling, but I didn't notice any difference with just adding those to your shell script (granted I was just noticing the Special Jobs bug at the time).
I uploaded the file with icequeen6769 suggestion. Please test first, note that I don't have a save game where to do that. Thanks icequeen6769 for this.
perrisloquis: <q>Where can I find the script and how to recompile it?</q>
This is just for the Special Job bug, in version 3.04, and does not address any issues with dialog flow from USKP.
First, locate "LocalizedGuildJobs.bsa" and open that with something like "BSA Browser." Locate "lh_lgr_tgrshell_00028923.psc" & extract that to your "skyrim\data\" folder (it will automatically send it to "scripts\source\").
From there, you'll need a script editor with compiler. I use "Sublime Text 2," OR you can actually even do this in the CK.
-With an external editor (ONLY if it can compile/build Papyrus): 1. open "lh_lgr_tgrshell_00028923.psc" 2. use search/find feature to locate the four instances of "if kmyQuest.pTGRFirstCap == 0" 3. comment them out (insert a semicolon at beginning of line) 4. Also comment out the "endif" lines that are 2 lines below each of those conditionals 5. Then, "build" the script (or compile, depending on your editor's syntax).
-OR With CK (skip if you used external compiler): 6. open CK (no need to load any mod or esm - we are just altering a loose script file) 7. Click "Gameplay" on the top toolbar and choose "Papyrus Script Manager" in the drop-down. A new window will open 8. Find "LH_LGJ_TGRShell00028923" and double-click that. (This should open it in whatever external editor you might have, possibly Notepad) 9. Do steps 2-4 above. 10. Save the changes and exit the editor. 11. Right-click "lh_lgr_tgrshell_00028923" in the Papyrus Manager & choose "compile" in the drop-down 12. Wait a second or two - a progress bar should run and the window close 13. IF step 12 fails (window doesn't close, still says "Uncompiled"), there's an error somewhere... shortest way out, if you are not adept with Papyrus, is to re-extract from the bsa & repeat from the beginning.
Done. Close your CK/editor, load Skyrim and enjoy!
This fix, unfortunately, doesn't seem to be retroactive. That means if you've already passed the initial number of jobs in a city to receive the special job, it would have marked the stage as completed, but never triggered the quest. So installing this after that fact won't do anything to fix that. TGRShell in my save, for instance, has Stage 190 set to 1, which is Markarth.
Does anyone know a way to set stage 190 back to 0?
Hey all. I can can confirm that the fix it's not working since the newest USKP. So the only thing i could find which didn't brake my save game was to simply do the required 5 jobs per city, than manually start the related quests. If i remember well, they're named TGQ01, ..02, ...03 and 04. Just wrote in the console setstage TGQ01 10, and things were all okay. I tested it thorough, and finished the whole TG questline like this and no issues whatsoever. Hope it helps this info others as well.
sorry everyone bit of a noob here but does anyone know will this mod mess with the thieves guild quest line in any way, really dont want that to happen but would love this mod
From my playthrough, it seems like the fix does (sort of) solve the issue with the guild improvement special jobs not having their starting dialogue - with the latest version of USLEEP as of time of posting. However, as tonewheelz mentioned, it's not retroactive so being beyond 5 jobs completed in a hold will lead to the problem persisting (can be circumvented by kickstarting the TGTQ quest via the console). Another issue, Delvin will be stuck in a repeating loop of "I've got a special job available" once you accept the special job itself from him - barring from accessing any of his other dialogue options until the special job is concluded. [tests were done with the Whiterun special job]
I'm using the Unofficial Legendary Patch. The special Windhelm quest is not starting (Delvin doesn't even bring up the dialogue) and I've done about 7 or 8 jobs in the city already.
What's the issue with USLEEP? Is it something fixable with TES5Edit? This mod is literally the last thing holding me back from switching to USLEEP from the older USKP.
Mod change metadatas in savefile ....if you delete this mod, problem will remain (delvin dont give any special quests) 2 Solution : 1) Load save without this mod 2) Reload USKP (may be bugs)
Dude seriously how do I just get rid of this mod? Simply disabling it breaks my thieves guild quests leaving me no payment for jobs and not letting me ever start special jobs. How do I revert to the way things were before I got this mod? None of the patches have worked and I'm so lost.
realmadridirl, what you need to do is follow the instructions on this post: https://forums.nexusmods.com/index.php?/topic/903130-reload-mod-while-ingame/?p=7240572
If you're using USLEEP, that means load the game without the mod, open the console and type "FCF", and then type "hlp Unofficial Skyrim Legendary Edition Patch". You'll get a complaining message from the console but ignore it. Go talk to Delvin and you should be able to begin quests again.
I just did this myself, so if it turns out it fails somewhere along the line I'll update this post.
Guys, I'm thinking to try fixing the reported issue as soon as I get some helpful reports cause I tried already but can't find anything wrong. For that please read this and try to send me what I need when reporting an issue and be willing to follow up if needed. Otherwise, no offense, but I'll disregard your posts cause I already did all I could without proper logs. So, in case of: 1. "No quest after dialogue" and "Your fix didn't worked" Please provide the SM logs before and after trying the fix: Go to your My Documents\My Games\Skyrim (I hope I remember this right) and edit in SkyrimPrefs.ini bEnableStoryManagerLogging=1 (from 0 as it was by default). Then enter the game and wait for like 2 minutes then exit end check the latest file in that folder, subfolder: logs\StoryManager. If you see some timeouts is time to try my fix. 2. "Wrong target city" Open the console and type "sqv tgrshell" and "sqv [quest_id]" where [quest_id] is the id of the particular job, you can get that from uesp, for example for Bedlam is TGRNT, so you need "sqv tgrnt". Please send me all that is written in console (screenshots, manual copy or there was a mod around that saves the console content to a file...don't remember it but if you find it I update here) and also a screenshot of the quest log. You could also try to send me the save but we'll see if that works as we have different mod lists.
I use Increased Bounty and Guild Rewards, No auto start thieves guild questline and this mod together. i take a look in tes5edit and in the quest section, there are conflicts that show up that send you to the wrong target city or not have extra options for timed quests. I made a conflict resolution patch for those mods and the problem no longer happens.
Hi I tried your fix and sadly it's not working for me so i tried to activate my logs but ther is no file logs in my folder after i launch the game. To be sure i waited 5 minutes. I got my papyrus logs but no story manager logs so i can't help. edit; i got no auto quest start brynjolf s if there is a patch, i'm interested to.
I put this mod after Thieves Guild Requirements - No Auto Quest Start Brynjolf and now it's working well but i think those two mods needs a compatibility patch.
I've been having the "No quest after dialogue" and "Your fix didn't work."
The fix didn't work, but changing my load order so that Localized Thieves Guild Jobs loaded after Thieves Guild Requirements - No Auto Quest Start Brynjolf did work. Thanks to LukeH for the great mod and the fix (even though it didn't work for me), thetiger39 for the information on conflicts in general, and genosias for the load order solution!
*casts a worried eye at the post by dukesilver28* I hope this continues to work.
If it helps, I did follow the instructions for the StoryManager log, and I had the following entry (before trying out the fix or the load order solution):
Oh, and I had timeouts: without your fix, with your fix, and with the load order solution. Not sure how timeouts are related, but thought you should know. They all occurred BEFORE the TGRadiantStartGF event, though (in all three cases).
The point why his patch isn't working for some people is simple: tes5edit writes the patches for the particular Skyrim setup it is looking at, so if ANYTHING differs that's also affecting those quests/events the patch won't work. So I'd suggest that those people get themselves Tes5Edit and watch a few tutorials so they can make their own patches.
I ran into this little glitch after a while with Vex and had the same issues as others however I think I can help shed some light on the possible cause as I haven't seem this mentioned yet. I did what others suggested and moved the mod to the bottom of the load order and loaded up the game. I was instantly given 300g by Vex and a completed quest message appeared. I was then able to start new quests from her as a result. This is leading me to believe that it isn't actually dropping the previous quest she issued properly once you hand it and this means that it's not actually related to starting a new quest but instead completing the previous one?
So that's the bug i was experiencing,weird. I happen to have a bug whenever i tried to take a fishing job from Delvin,the others are all fine and work normally. I tried to look at the quest stages of the fishing job after "starting it" and it's 0. trying to set the quest stages doesn't work but the game treats it like i recieved that quest. after Delvin gave me the job,no quest was given and any attempts at recieving other jobs from him after asking him the buggy one,the job quests bug out completely.
Less Tedious Thieves Guild is a better one to use than All Thieves Guild Quests Concurrently... Actually, I think its compatible with All Thieves Guild Quests Concurrently.
Unfortunately, Localized Thieves Guild Jobs isn't compatible with Less Tedious Thieves Guild. I like both mods, but Less Tedious Thieves Guild wins between the two of them.
Wonder if these two modders can chat and work things out.
since when isn't this compatible with Less Tedious TG? I've used the 2 mods together for I don't know how many playthroughs without issue. On my current game, I ran into the bug with the special jobs not triggering that's the subject of a bunch of other posts and the uploaded patch, but that's not because of Less Tedious.
I have managed to edit the mod for usleep. The fix is retroactive if you have one last city that you haven't completed yet. If you finished all cities normal jobs, then Its high likely it ain't gonna work, and if you finshed all normal jobs for all cities except for one then take that last normal job ( from Vex) and do it. Right after you do it, talk to Delvin and he will give you all the quests, only take them one by one otherwise you might break your game. I'm testing this until the end of the Thieves guild questline and I'll see if it has any other impacts on the world. If not I will upload it here.
Here is the link for the usleep patched version of the mod: http://www.mediafire.com/file/w609i55iwb9aa91/Localized_Thieves_Guild_Jobs_-_USLEEP_Patched.zip
Feel free to ask any questions also upvote my comment so LukeH can see this comment and maybe upload it to the files section. LukeH if you see this please upload this to the Files section , and no need for crediting me for it :p, well only if you want to.
It seems that the "No quest after dialogue" only happens when there is an active quest from any member of The Companions (At least, that's what happened to me), so finish any active quest for The Companions that you might have, and make sure that there is no active quest from The Companions to prevent the "No quest after dialogue" problem when trying to get the jobs from the Thieves Guild. I hope that helps. (Sorry if my English is bad...)
PLEASE: do me a favor and don't spoil the enchantment of the newly added Nightingale Shield here or otherwise.
Update: the fix was update to cover all Companions NPCs. All bellow still applys just the file name is now CompanionsTGJfix.esp
I added a fix for the "no quest after the dialogue" in the Misc download section. This is NOT a bug caused bt this mod an the fix can be used without the mod, and use it ONLY if you have the bug. Usage: make a save near Vex/Delvin BEFORE enabling the VilkasVsTGJfix.esp, enable the esp, load the save and ask Vex/Delvin for the job, hopefully you will get the job, imediatly make another save and FINAL IMORTANT STEP: REMOVE VilkasVsTGJfix.esp after that regardless it worked or not or else you won't get any radiants from Vilkas afterwards - you've been warned, twice. Read further about the issue and please report if this fix worked for you.
I believe I found the source of the issue when quests are not starting after dialogue and is not from this mod, but vanilla and this mod is just affected...I mean I definitely found one possible cause but maybe there are other similar ones. Anyone experiencing this issue (with or without my LTGJ) please go to your My DocumentsMy GamesSkyrim (I hope I remember this right) and edit in SkyrimPrefs.ini bEnableStoryManagerLogging=1 (from 0 as it was by default). Then enter the game and wait for like 2 minutes then exit end check the latest file in that folder with the ini logsStoryManager. Is something like StoryManagerLog.0.log In my case it was Vilkas and that log is full of Started processing event 0000BF86: Script Event - Keyword: CRVilkas,Location: NULL,Ref 1: NULL,Ref 2: NULL,Value 1: 0,Value 2: 0 Details and my own logs here: http://forums.nexusmods.com/index.php?/topic/932322-sendstoryeventandwait-not-returning-either-true-or-false-what-can-it-mean-clone-topic-from-bethsoft/ I'm curious if you'd notice something similar and if "Keyword: CRVilkas" is the responsible in your case or there are others too.
Known previous versions issues...left here just in case, now all seems right again: This mod was affected by the patch 1.6 the same way USKP reports here: http://forums.steamgames.com/forums/showthread.php?t=2745686 Use the console commands below to finish the quest then either disable the mod or continue using the console until a fix is found. Thanks, and sorry for the inconvenience. For you who experience problems with jobs unable to finish try using the following in console: "setstage TGRShell ###" where ### is from the following table based on quest and if it should succeed or fail: Quest Success Fail Break & Enter (Burglary) 90 95 Frame Up (Shill) 100 105 Forgery (Numbers) 110 115 Fishing 120 125 Houseclean (Sweep) 130 135 Night in Town (Bedlam) 140 145 Shoplifting (Heist) 150 155 Whiterun 165 Solitude 175 Windhelm 185 Markarth 195 DO NOT try to abuse this in order to complete a quest that you failed or anything like that. Things are complicated enough by having the quests for the jobs controlled by another hidden quest (TGRShell), is like that from vanilla not by this mod. Use this just if something ends up wrong in your game and keeping a save from before taking a job especially timed is the safest way.
Are there any "updates" so to say on if and when an SSE ported version will be available? This was my most favorite Thieves Guild mod and not having anything remotely like it is extremely disheartening.
I've tried porting it myself and have run into numerous problems that have left me unable to open it in Creation Club. Combining the fact I have little to zero modding experience/skills recreating it myself I feel is next to impossible.
Incompatibility !!!! After installing the update i still had problems with the special quests. it has turned out to be USLEEP. that mod Fs it up. you'll need to disable it from this mod in TES5Edit.
i can confirmed this worked. i have recived a second special job accordingly. i am still getting my first special job re appear every so offen. but have received second special job now after doing these steps TES5Edit > USLEEP & Localized Thieves Guild Jobs > Apply Conflict filter > Remove USLEEP all together in all fields. apart from weapon.
I'm running Unofficial Skyrim Legendary Edition patch and RDO since the start of my playthrough and I've had no issues with Delvin's special jobs nor with any of the stuff that appeared on the guildmaster's shelf. I later installed this mod when I only had Markarth left to complete, sad to say that with this mod installed, Delvin won't give me the special job in that hold even after doing 6 jobs there, neither did the golden ship show up on the shelf (the reward for 25 jobs).
After disabling the mod, I returned to the thieves guild to find that the reward for 25 jobs has appeared and delvin repeated his finished special jobs dialogues for whiterun, solitude, and windhelm. I took a regular job for Markarth, thinking that he'll offer me the special one when I return, considering I've already done 6 so far. So anyways I did the jobs and returned (8 jobs done), but he still won't give me the special job. I am unsure how to fix this. fingers crossed I'll try to start it with console. This mod was really great if it weren't for the bug, thanks for making it, regardless. edit: console commands worked to start the 'silver lining' quest. merchants updated as normal. no harm done.
I understand if you want to fix this yourself and all that but, being that we're in 2020, are you still not going give anyone permission to work on this mod? Because it's a very nice idea and really useful. And I meant to say to let them port it to SE or just reduce it to the basic stuff: just choose where you want the jobs to be located.
Yes please do something.. I rarely play the thieves guild anymore because this mod has not been transferred.. There's nothing out there that is better or even equal.
I love the part of this mod that allows you to choose a city to do a job in, but the rest of it just seems redundant and it also breaks the big city jobs. Does anyone have a mod that isn't horridly broken?
This mod is compulsory for every thief gameplay as the randomness for the quest is completely outrageous. I really hope it did not get abandon and will be ported to SSE soon. It have been two years? But will still wait for it
Its not working. I cant get any quest after selecting whiterun or solitude and tried 2 npc's . I cant get jobs for Whiterun and Solitude without mod too. So it should be solved by bethesda but they dgf
695 comments
Reason is that I acknowledge there are may be problems with Unofficial Patch and other incompatibilities and I want to fix those myself by taking a slightly different approach that I hope to be more compatible. I really want to do it but to this point I encountered some issues with SSE CK.
There were also claims of issues with radiant quests not starting but as investigated long ago that may be a Skirim issue that happens even without this mod - this is actually part responsible of me loosing interest in modding Skirim unfortunately.
Of course you can do that, on your own risk, for PERSONAL use and/or share it PRIVATELY with your friends, but NOT (and not limited to) Nexus or official Bethesda sites.
Thanks for understanding.
Download the file in the UPDATE section if you have the issue and overwrite the LTGJ esp with the one from there. After finishing all special jobs you could probably revert to the current main download.
The fix most likely will revert something USKP is trying to fix yet we live without that for years. I won't stop here and will try to figure what was the intend and properly merge it here when I can.
Note that the patch is not guaranteed to fix the issue as I don't have a save with TG progress but special jobs to be done.
Please test and report if it works.
Update: Found the issue, in lh_lgr_tgrshell_00028923 (script).
Easiest way to repair: Find/Search for "if kmyQuest.pTGRFirstCap == 0" (4 instances) & insert a semicolon before those lines and the "endif" lines that follow each, then just recompile.
The first part (adding USKP bool properties to shell script) may or may not be necessary for USKP compatible dialog handling, but I didn't notice any difference with just adding those to your shell script (granted I was just noticing the Special Jobs bug at the time).
Thanks icequeen6769 for this.
This is just for the Special Job bug, in version 3.04, and does not address any issues with dialog flow from USKP.
First, locate "LocalizedGuildJobs.bsa" and open that with something like "BSA Browser." Locate "lh_lgr_tgrshell_00028923.psc" & extract that to your "skyrim\data\" folder (it will automatically send it to "scripts\source\").
From there, you'll need a script editor with compiler. I use "Sublime Text 2," OR you can actually even do this in the CK.
-With an external editor (ONLY if it can compile/build Papyrus):
1. open "lh_lgr_tgrshell_00028923.psc"
2. use search/find feature to locate the four instances of "if kmyQuest.pTGRFirstCap == 0"
3. comment them out (insert a semicolon at beginning of line)
4. Also comment out the "endif" lines that are 2 lines below each of those conditionals
5. Then, "build" the script (or compile, depending on your editor's syntax).
-OR With CK (skip if you used external compiler):
6. open CK (no need to load any mod or esm - we are just altering a loose script file)
7. Click "Gameplay" on the top toolbar and choose "Papyrus Script Manager" in the drop-down. A new window will open
8. Find "LH_LGJ_TGRShell00028923" and double-click that.
(This should open it in whatever external editor you might have, possibly Notepad)
9. Do steps 2-4 above.
10. Save the changes and exit the editor.
11. Right-click "lh_lgr_tgrshell_00028923" in the Papyrus Manager & choose "compile" in the drop-down
12. Wait a second or two - a progress bar should run and the window close
13. IF step 12 fails (window doesn't close, still says "Uncompiled"), there's an error somewhere...
shortest way out, if you are not adept with Papyrus, is to re-extract from the bsa & repeat from the beginning.
Done. Close your CK/editor, load Skyrim and enjoy!
Does anyone know a way to set stage 190 back to 0?
TGTQ02 The Dainty SloadSolitude
TGTQ03 Imitation AmnestyWhiterun
TGTQ04 Summerset Shadows Windhelm
Scripts\Source\lh_lgj_tgrshell_00028923.psc(3,0): Unknown user flag Hidden
or
please send me fixed script
2 Solution :
1) Load save without this mod
2) Reload USKP (may be bugs)
If you're using USLEEP, that means load the game without the mod, open the console and type "FCF", and then type "hlp Unofficial Skyrim Legendary Edition Patch". You'll get a complaining message from the console but ignore it. Go talk to Delvin and you should be able to begin quests again.
I just did this myself, so if it turns out it fails somewhere along the line I'll update this post.
For that please read this and try to send me what I need when reporting an issue and be willing to follow up if needed. Otherwise, no offense, but I'll disregard your posts cause I already did all I could without proper logs.
So, in case of:
1. "No quest after dialogue" and "Your fix didn't worked"
Please provide the SM logs before and after trying the fix:
Go to your My Documents\My Games\Skyrim (I hope I remember this right) and edit in SkyrimPrefs.ini bEnableStoryManagerLogging=1 (from 0 as it was by default). Then enter the game and wait for like 2 minutes then exit end check the latest file in that folder, subfolder: logs\StoryManager. If you see some timeouts is time to try my fix.
2. "Wrong target city"
Open the console and type "sqv tgrshell" and "sqv [quest_id]" where [quest_id] is the id of the particular job, you can get that from uesp, for example for Bedlam is TGRNT, so you need "sqv tgrnt". Please send me all that is written in console (screenshots, manual copy or there was a mod around that saves the console content to a file...don't remember it but if you find it I update here) and also a screenshot of the quest log. You could also try to send me the save but we'll see if that works as we have different mod lists.
Please help me to help you.
I tried your fix and sadly it's not working for me so i tried to activate my logs but ther is no file logs in my folder after i launch the game.
To be sure i waited 5 minutes.
I got my papyrus logs but no story manager logs so i can't help.
edit; i got no auto quest start brynjolf s if there is a patch, i'm interested to.
The fix didn't work, but changing my load order so that Localized Thieves Guild Jobs loaded after Thieves Guild Requirements - No Auto Quest Start Brynjolf did work. Thanks to LukeH for the great mod and the fix (even though it didn't work for me), thetiger39 for the information on conflicts in general, and genosias for the load order solution!
*casts a worried eye at the post by dukesilver28* I hope this continues to work.
If it helps, I did follow the instructions for the StoryManager log, and I had the following entry (before trying out the fix or the load order solution):
Started processing event 00006A4E: Script Event - Keyword: TGRadiantStartGF,Location: NULL,Ref 1: NULL,Ref 2: NULL,Value 1: 0,Value 2: 0
I'm going to restart the log in SkyrimPrefs.ini, and see what it shows up for the TGRadiantStartGV event with the new load order.
Edit:
Okay, I went to Delvin (the first success was with Vex) and requested Windhelm, then Fishing, and it was successful. According to the log:
Started processing event 00006C99: Script Event - Keyword: TGRadiantStartGF,Location: ,Ref 1: NULL,Ref 2: NULL,Value 1: 0,Value 2: 0
Hope that helps!
Oh, and I had timeouts: without your fix, with your fix, and with the load order solution. Not sure how timeouts are related, but thought you should know. They all occurred BEFORE the TGRadiantStartGF event, though (in all three cases).
Edit again (Sept. 21): Still working!
I ran into this little glitch after a while with Vex and had the same issues as others however I think I can help shed some light on the possible cause as I haven't seem this mentioned yet. I did what others suggested and moved the mod to the bottom of the load order and loaded up the game. I was instantly given 300g by Vex and a completed quest message appeared. I was then able to start new quests from her as a result. This is leading me to believe that it isn't actually dropping the previous quest she issued properly once you hand it and this means that it's not actually related to starting a new quest but instead completing the previous one?
Anyone else able to test this for him?
I happen to have a bug whenever i tried to take a fishing job from Delvin,the others are all fine and work normally.
I tried to look at the quest stages of the fishing job after "starting it" and it's 0.
trying to set the quest stages doesn't work but the game treats it like i recieved that quest.
after Delvin gave me the job,no quest was given and any attempts at recieving other jobs from him after asking him the buggy one,the job quests bug out completely.
Less Tedious Thieves Guild is a better one to use than All Thieves Guild Quests Concurrently... Actually, I think its compatible with All Thieves Guild Quests Concurrently.
Unfortunately, Localized Thieves Guild Jobs isn't compatible with Less Tedious Thieves Guild. I like both mods, but Less Tedious Thieves Guild wins between the two of them.
Wonder if these two modders can chat and work things out.
since when isn't this compatible with Less Tedious TG? I've used the 2 mods together for I don't know how many playthroughs without issue. On my current game, I ran into the bug with the special jobs not triggering that's the subject of a bunch of other posts and the uploaded patch, but that's not because of Less Tedious.
Feel free to ask any questions also upvote my comment so LukeH can see this comment and maybe upload it to the files section. LukeH if you see this please upload this to the Files section , and no need for crediting me for it :p, well only if you want to.
Update: the fix was update to cover all Companions NPCs. All bellow still applys just the file name is now CompanionsTGJfix.esp
I added a fix for the "no quest after the dialogue" in the Misc download section. This is NOT a bug caused bt this mod an the fix can be used without the mod, and use it ONLY if you have the bug. Usage: make a save near Vex/Delvin BEFORE enabling the VilkasVsTGJfix.esp, enable the esp, load the save and ask Vex/Delvin for the job, hopefully you will get the job, imediatly make another save and FINAL IMORTANT STEP: REMOVE VilkasVsTGJfix.esp after that regardless it worked or not or else you won't get any radiants from Vilkas afterwards - you've been warned, twice. Read further about the issue and please report if this fix worked for you.
I believe I found the source of the issue when quests are not starting after dialogue and is not from this mod, but vanilla and this mod is just affected...I mean I definitely found one possible cause but maybe there are other similar ones.
Anyone experiencing this issue (with or without my LTGJ) please go to your My DocumentsMy GamesSkyrim (I hope I remember this right) and edit in SkyrimPrefs.ini bEnableStoryManagerLogging=1 (from 0 as it was by default). Then enter the game and wait for like 2 minutes then exit end check the latest file in that folder with the ini logsStoryManager. Is something like StoryManagerLog.0.log
In my case it was Vilkas and that log is full of Started processing event 0000BF86: Script Event - Keyword: CRVilkas,Location: NULL,Ref 1: NULL,Ref 2: NULL,Value 1: 0,Value 2: 0 Details and my own logs here: http://forums.nexusmods.com/index.php?/topic/932322-sendstoryeventandwait-not-returning-either-true-or-false-what-can-it-mean-clone-topic-from-bethsoft/
I'm curious if you'd notice something similar and if "Keyword: CRVilkas" is the responsible in your case or there are others too.
Known previous versions issues...left here just in case, now all seems right again:
This mod was affected by the patch 1.6 the same way USKP reports here: http://forums.steamgames.com/forums/showthread.php?t=2745686 Use the console commands below to finish the quest then either disable the mod or continue using the console until a fix is found. Thanks, and sorry for the inconvenience. For you who experience problems with jobs unable to finish try using the following in console: "setstage TGRShell ###" where ### is from the following table based on quest and if it should succeed or fail:
Quest Success Fail
Break & Enter (Burglary) 90 95
Frame Up (Shill) 100 105
Forgery (Numbers) 110 115
Fishing 120 125
Houseclean (Sweep) 130 135
Night in Town (Bedlam) 140 145
Shoplifting (Heist) 150 155
Whiterun 165
Solitude 175
Windhelm 185
Markarth 195
DO NOT try to abuse this in order to complete a quest that you failed or anything like that. Things are complicated enough by having the quests for the jobs controlled by another hidden quest (TGRShell), is like that from vanilla not by this mod. Use this just if something ends up wrong in your game and keeping a save from before taking a job especially timed is the safest way.
FOR SKYRIM SE!!!
FOR SKYRIM AE!!!!!!!
I've tried porting it myself and have run into numerous problems that have left me unable to open it in Creation Club.
Combining the fact I have little to zero modding experience/skills recreating it myself I feel is next to impossible.
THANK YOU SO MUCH :D
After installing the update i still had problems with the special quests. it has turned out to be USLEEP. that mod Fs it up. you'll need to disable it from this mod in TES5Edit.
TES5Edit > USLEEP & Localized Thieves Guild Jobs > Apply Conflict filter > Remove USLEEP all together in all fields. apart from weapon.
After disabling the mod, I returned to the thieves guild to find that the reward for 25 jobs has appeared and delvin repeated his finished special jobs dialogues for whiterun, solitude, and windhelm. I took a regular job for Markarth, thinking that he'll offer me the special one when I return, considering I've already done 6 so far. So anyways I did the jobs and returned (8 jobs done), but he still won't give me the special job. I am unsure how to fix this. fingers crossed I'll try to start it with console. This mod was really great if it weren't for the bug, thanks for making it, regardless. edit: console commands worked to start the 'silver lining' quest. merchants updated as normal. no harm done.
Namaste...
Au.