Just a quick thanks for the open permissions - built on top of this to make the quest a side quest, completable, and have a reward :) https://www.nexusmods.com/skyrimspecialedition/mods/48390/
OK, I managed to get Elephant42's edited mod file to work with the the_mash's mod.
Elephant42's (install from file) - http://files42.elephant42.net/SkyrimSE/EastEmpirePendantsMarkers-v0.3.zip the_mash's - https://www.nexusmods.com/skyrimspecialedition/mods/30474
Loading Elephant42's file first seems to work (using LOOT - it is on top). Without the_mash's mod, the quest markers will still show even if you've taken the pendant. I didn't have any problems selling the pendants (I tried stolen and non-stolen). I've also tested to see if the strongbox will reset, and it does.
EDIT: Counted only 26 quest markers. Will dig into the mod files to see why 7 are missing. EDIT 2: Alrighty, I got it working as intended. Will drop Anduniel and the_mash a message to see what they want to do with the fixed mod.
I believe at this point, if you use both mods, you can find them with quest markers, but it still doesn't "end" so it's not "complete" as I'd like it to be. I've given up though... not worth any more of my time.
This quest never ends & the pendants respawn after an in-game cell reset... Some added scripting needs to be added so the quest can be completed & the pendants set to not respawn.
@ff7legend Do the latest files work for you? I tested on my save and it was working fine. Would be nice if someone could confirm that it works.
Edit: Yea, the pendants will respawn as intended by Bethesda. Ikarus115 also mentions this. Edit 2: Tested with a save that had the quest active before installing the mod. The quest markers will appear the next time you sell a pendant to Fethis.
@PhoZenny: I think the general consensus, regardless of what "bethesda intended" we want the quest to actually end, and not have the pendants respawn. I know that's what I want anyways...
So, I take it no one has fixed this quest so it simply ends? after you collect all of them? I never cared for this quest being infinitely repeatable regardless of what Bethesda intended. The economy is so broken in this game, you dont need the money even IF you run scarcity and economy mods. Nor does this quest get any more 'fun', or useful, the 2nd time around. In fact, it is rather pointless the 1st time around. All you get is money. If the reward were something tangible after you collect them (all), that would make some sense at least. Like a modest perk, or special ability, say an additional 3% bonus to buy and sell. A unique EE necklace? Anything would be better than an infinite quest you cant get rid of, and whose only reward is more money in a game where money quickly loses its value the with each passing level.
Right now, the best way to deal with quest as it stands anyhow, would be to block the quest entirely from starting in the 1st place. If someone could overhaul and fix it, up so the reward was something, anything, other than more money, fine. But short of that, disabling this pointless quest entirely would also be worth considering. Skyrim has a # of truly pointless quests that could be culled entirely and no one would ever miss them, including this one.
Couple of issues to deal with here. The first and most important is that while you added the aliases for the boxes you didn't add the new quest objectives for them.
Now once we have the new quest objectives hooked up to their respective aliases we run into the second issue. This quest is started (presumably by some other script/quest as it's not marked as start game enabled) at the very start of the play through. This means that the scripts for this quest are baked into the save without any of the new aliases filled in. This means that they will all be there when the mod is activated but they will all have empty references, so we need some way of dynamically filling these new aliases so the quest objectives can use them.
I have modified your esp to add the quest objectives and modified the scripts for this quest to dynamically update the new aliases. The new objectives will appear as soon as you sell your first pendants to Alor. If you activate the mod after you have already sold him some pendants then you will need to sell him at least one more to activate the quest markers.
Updated mod here: link removed - see below for updated version - do with it whatever you feel is appropriate.
Thanks for your insights! I'll install and test this when I have time. I had noticed that before, that the quest only seemed to start when I *actually* started a new game (using Live Another Life). It did NOT start if I simply coc from the start screen. That must be why! I had actually edited my version to add aliases for all the Necklaces, per what Jaiim says below, but hadn't tested it yet.
I believe I got it but then had RL complications and forgot about this mod, and now I can't do any nodding for a while, my mom is about to pass away from cancer so I'm home with the family :(
I think this mod is a great idea. I hope you can get it working. I'll check back later for updates. If you can get it working I will gladly try it out. Thank you, PhatBassAnchor
I remember the old mod that did this was buggy as hell; one thing I noticed was that after selling pendants, the quest markers would bug out. For example, I would go and get the pendant from the chest under the dock, then sell it (pendants are pretty nice for early gold). But as soon as I sold the pendant, the marker would appear on the chest again. That pretty much made the mod useless, so I'm not surprised it was hidden.
As I understand it, the original quest was SUPPOSED to have respawning pendants, but Bethesda messed it up; USSEP fixes it so the pendants DO respawn (as intended). This is just hearsay, so someone correct me if I'm wrong there. There's also a limitation to the number of quest markers that a quest can have at any given time, 33 MIGHT be over the limit. Crimson Nirnroot quest marker mods run into this issue, since there's >40 of them scattered around Blackreach.
If that was the case, why the quest in the journal? Getting the pendants isn't supposed to be a Radiant Quest if I recall correctly. As far as I know USSEP doesn't even touch the East Empire Pendants quest. All other quests complete except for the miscellaneous East Empire Pendants quest. Kind of pointless to have a quest in the journal if it isn't meant to be completed.
The quest has no end, it can't be completed. You just have a task to collect the pendants forever. It'd be nice to see it have some completion criteria and go away (other than using the console).
If it can't be completed, that definitely sounds like a GAME BUG, and something USSEP should address. I mean, they've fixed other quest bugs, right? Thanks for the info guys! Although now I'm a bit upset I spent hours last night in the CK and UESP reading and finding them all... Oh well.
According to wiki and Unofficial Patch logs quest was intended to be infinite with respawning strong boxes but the respawn flag was not checked. Patch makes them respawn. And infinite quests are a feature in Bethesda games :)
I'm baffled as to why the hell the markers aren't showing up! It's a very simple procedure in the CK... But if it's messed up in game... UGH. I really don't like infinite quests. I tend to have quite a lot of active quests as I wander around and would like to be able to properly complete them and have them cleared from my journal.
Did you make sure to remove all the amulets from the strongboxes and fill them with the alias instead? You need to remove all the necklaces from all the strongbox inventories, make an alias for each strongbox (hit specific reference, then choose the cell where it is, then pick the strongbox from the list), then make an alias for each necklace. When making the necklace aliases, you need to set the fill type to "Create Reference to Object", pick the pendant from the dropdown menu, tick off "In" on the right, then choose a strongbox alias from the dropdown menu to place it inside. Don't forget to check off the quest item box in the top right on all the necklace aliases if you want them flagged as quest items.
I THINK you also need to modify the actual quest objectives; you need the appropriate quest stage to have all the necklace aliases added as targets. At least that's how I think it works. I am admittedly rather noob at doing anything quest related.
Ha! You're right, thank you! I did create aliases for the strongboxes, but not for the pendants themselves pointing IN the strongboxes. That was one of the very first, basic quest mod tutorials I ever watched, and now years later I'd forgotten about it. Thank you for reminding me. Fresh eyes, yeah :)
33 comments
Elephant42's (install from file) - http://files42.elephant42.net/SkyrimSE/EastEmpirePendantsMarkers-v0.3.zip
the_mash's - https://www.nexusmods.com/skyrimspecialedition/mods/30474
Loading Elephant42's file first seems to work (using LOOT - it is on top). Without the_mash's mod, the quest markers will still show even if you've taken the pendant. I didn't have any problems selling the pendants (I tried stolen and non-stolen). I've also tested to see if the strongbox will reset, and it does.
EDIT: Counted only 26 quest markers. Will dig into the mod files to see why 7 are missing.
EDIT 2: Alrighty, I got it working as intended. Will drop Anduniel and the_mash a message to see what they want to do with the fixed mod.
Edit: Yea, the pendants will respawn as intended by Bethesda. Ikarus115 also mentions this.
Edit 2: Tested with a save that had the quest active before installing the mod. The quest markers will appear the next time you sell a pendant to Fethis.
Right now, the best way to deal with quest as it stands anyhow, would be to block the quest entirely from starting in the 1st place. If someone could overhaul and fix it, up so the reward was something, anything, other than more money, fine. But short of that, disabling this pointless quest entirely would also be worth considering. Skyrim has a # of truly pointless quests that could be culled entirely and no one would ever miss them, including this one.
Quest Markers Restored
Anyone know of an alternative till this one gets fixed?
Now once we have the new quest objectives hooked up to their respective aliases we run into the second issue. This quest is started (presumably by some other script/quest as it's not marked as start game enabled) at the very start of the play through. This means that the scripts for this quest are baked into the save without any of the new aliases filled in. This means that they will all be there when the mod is activated but they will all have empty references, so we need some way of dynamically filling these new aliases so the quest objectives can use them.
I have modified your esp to add the quest objectives and modified the scripts for this quest to dynamically update the new aliases. The new objectives will appear as soon as you sell your first pendants to Alor. If you activate the mod after you have already sold him some pendants then you will need to sell him at least one more to activate the quest markers.
Updated mod here: link removed - see below for updated version - do with it whatever you feel is appropriate.
http://files42.elephant42.net/SkyrimSE/EastEmpirePendantsMarkers-v0.3.zip
I had noticed that before, that the quest only seemed to start when I *actually* started a new game (using Live Another Life). It did NOT start if I simply coc from the start screen. That must be why!
I had actually edited my version to add aliases for all the Necklaces, per what Jaiim says below, but hadn't tested it yet.
Did you ever find out any more about this one?
Either way, thanks for giving it a look
@Anduniel Thank you! Sorry to hear about the RL things. That's rough. Take care of yourself! And thank you for your mods! ^_^
I hope you can get it working.
I'll check back later for updates.
If you can get it working I will gladly try it out.
Thank you,
PhatBassAnchor
As I understand it, the original quest was SUPPOSED to have respawning pendants, but Bethesda messed it up; USSEP fixes it so the pendants DO respawn (as intended). This is just hearsay, so someone correct me if I'm wrong there. There's also a limitation to the number of quest markers that a quest can have at any given time, 33 MIGHT be over the limit. Crimson Nirnroot quest marker mods run into this issue, since there's >40 of them scattered around Blackreach.
Thanks for the info guys! Although now I'm a bit upset I spent hours last night in the CK and UESP reading and finding them all... Oh well.
I THINK you also need to modify the actual quest objectives; you need the appropriate quest stage to have all the necklace aliases added as targets. At least that's how I think it works. I am admittedly rather noob at doing anything quest related.