I haven't used this mod myself in a long time now. There seems to be a growing number of mods that alter the main quest in ways that break this mod's script changes.
At this point I'm using At Your Own Paceinstead of this mod myself and I recommend it as a replacement. I also recommend The Choice is Yours (which is compatible with either).
You could remove this from the Nexus, or put the fact that you suggest another mod as replacement in the main description... would save a lot of time. I have restart everything from scratch because I sadly loved your mod.
The mod itself works just as well as it ever did and so the description has not been changed. Some people still run this with no problems and I've been begged not to remove it. If I update the description it makes NexusMods think the mod itself has been updated which would be very misleading. So no, I won't be doing either of those things.
The sticky notes above are based on frequently asked questions about the mod. If you're thinking of installing a new mod you really should be reading both any sticky note comments made by the author and a few of the comments made by regular users. Only trusting the author's own description (especially for a mod this old) is really unwise unless you're only going to play with a very small list of mods and are willing to live with any conflicts they might have.
Hi! So I have a problem where the courier never comes with the note. The note is not in Ustengrav and two weeks for sure have passed. I tried setpqv MQ106 NSFMQ_DelphineNoteDelay 0 but still no note. How can I progress this?
EDIT: I checked the bubble and it's set to -1 so on hold and I tried setting it to 0 via console like times and it doesn't change?
A value of -1 means either it has already happened OR there's a mod conflict. If it was -1 from the beginning it's a mod conflict. Technically you don't need the note. You should be able to just go talk to Delphine and ask to rent the attic room even without it. If not then there is definitely a mod conflict and you'll need to get to a playable point in her quest. If she doesn't have the right options try "setstage mq106 30" which should be the point where she wants you to go downstairs to talk in private.
I love this mod and have been using it for my last three play throughs (2.5 real-world years) along side 'Timing is Everything"and it has worked flawlessly. Just started a new game with the Nolvus Ascension v5 build - which DOES NOT include this mod or TiE. My last build was the Nolvus Ultra Regular v3, which also did not include the mod but everything worked perfectly. Not so much this time.
Once I finish 'Bleak Falls Barrow' I cannot go back to visit Farengar -- the game freezes when I get to the top of the main stair in Dragonsreach at the dining hall. The only way I am able to advance the Main Quest(s) is using the console. The major differences between the two builds as follows:
OLD BUILD v3 NEW BUILD v5 Whiterun Mesh Fixes Epic Gate of Whiterun Epic Gate of Whiterun Temple of Kynareth RedoneTemple of Kynareth Redone Temple of Kynareth Redone - Parallax Addon Temple of Kynareth Redone - Parallax Addon Rallys Kynareth Mosaic Pompous Dragonsreach Door Pompous Dragonsreach Door Perfecter Whiterun Blubbos Whiterun Lanterns Blubbos Whiterun Lanterns ElSopa - Carved Gildegreen HD Hall of the Dead Stained Glass Windows Hall of the Dead Stained Glass Windows Fortified Whiterun Fortified Whiterun Fortified Whiterun - Bells of Skyrim Patch Fortified Whiterun - Rob's Bug Fixes Fortified Whiterun - JK Skyrim Patch Fortified Whiterun - Dawn of Skyrim Patch Fortified Whiterun - Steps to the Cloud District Fix Fortified Whiterun - Cloud District Terrain Fix 3D Whiterun Trellis3D Whiterun Trellis 3D Trellis Improved - Gildergreen Plaza Lanterns for Fortified Whiterun Lanterns for Fortified Whiterun Boreal Whiterun Whiterun Cobblestone Classic Whiterun Walls [2K] FYX - 3D Whiterun Tree Circle FYX - 3D Whiterun Scaffold Whiterun Trees - DOS Little Touches for Whiterun - Outside
The only interior patches that (I think) touch Dragonsreach are:: JKs Dragonsreach RedBag's Dragonsreach Redbag's Dragonsreach - JK's Patch
I use your excellent suggestion of a BAT file to configure the mod at the start of a new playthrough
;Sample ;The default is: setpqv MQ104 NSFMQ_DragonDelay 6 setpqv MQ104 NSFMQ_DragonDelay 26 ;Sample ;The default is: setpqv MQ106 NSFMQ_DelphineNoteDelay 9 setpqv MQ106 NSFMQ_DelphineNoteDelay 14 ;Sample ;If set to 1, the Season Unending negotiation quest will be skipped. ;If set to 0, restores the original game decision about that quest. set NSFMQ_NoNegotiate to 0 ;Sample ;setpqv MQ104 NSFMQ_PotionReward 0_1_or_2 ;The default is: setpqv MQ104 NSFMQ_PotionReward 1 setpqv MQ104 NSFMQ_PotionReward 0
I am providing this information so that others can be aware of the issues. I don't know enough about SSEEdit to check under the hood and I don't expect you to provide a patch but I thought it would be good to have the information. This is a great mod and it fixes a major plot disaster created by Bethesda. Thank you very much for your work (Endorsed back in 2020).
That would be when a Line of Sight check usually triggers because you can see Farengar. And it should only be running after you've returned the DragonStone and waited the appropriate number of days (and have the objective to check back in with Farengar). At that point it just runs the commands that would normally run right after you give him the Dragonstone.
So if it's triggering before you bring him the stone, something else is altering the quest stages for MQ104. If it's at the usual time I have no idea what could be wrong but it's probably related to Irileth or the messenger used by that intro scene about the dragon.
Thanks for the fast reply. Just an update. Same thing happens for MQ105Ustengrav. If I use console commands to complete MQ101 to MQ105 I can advance the quest to the point where I can go for the Horn. Everything is alright until I get to the large grotto with the Word Wall.
If I try to take the obvious path down (the broken walkway that angles down to the floor of the grotto) the game freezes just as I get to the ramp. I tried this from a slightly different angle four separate times with no joy. So I jumped off the ledge and landed hard but survived. After that the level completes without issue. Got the horn, on my way to the Greybeards. Weird part is that none of the scenes (so far) with the Greybeards have been borked. Keeping my fingers crossed. I still think Bethesda broke it with the latest update.
There's definitely something else going on because this mod doesn't touch Ustengrav and the quest related changes are all in the tomb/horn area not that main chamber with the word wall.
Does it also stop the game from forcing me to kill the dragon in the watchtower? Because I play as a Cyrodilic Vampire, and I don't want to be the Dragonborn, but I also don't want to lock myself out of that in other playthroughs.
This isn't about preventing you from being the Dragonborn, but if you set the Dragon timer to -1 then the dragon will never appear at the tower. You can always choose to change it at some later point.
Been pulling my hair out over this for a while - I *could not* get the dragon sighting delay to actually work. It was instantly getting overwritten, which after some searching in here turned out to be a loose script overpowering the packed scripts in this mod's BSA. Specifically qf_mq104b_000261c.pex. The culprit (for me) was Immersive City Gates. Hiding its loose version of that script in MO2 immediately fixed the problem. Hopefully this helps if someone else has an issue with this particular combination of mods!
I can see why people wouldn't realize a mod about gates are modifying the main quest scripts. But that mod explicitly has a patch to make it compatible with this one, so it would be better to install that rather than just remove that script.
Had a strange hiccup. During the Horn of Jurgen Windcaller, Delphine's note is on the tomb and the horn is behind it. The quest log updates as though the horn isn't present - I can't turn in the horn in the tomb, or activate the tomb (as in previous playthroughs) and quest updates to "failed - retrieve the horn. Read the mysterious note."
Might just be a random Skyrim-does-weird-things bug, because I can't find any conflicts in SSEEdit other than descriptive text with Moon and Star immersion patch; not using anything else that really touches main quest except Andrealphus' Harder Thaneships [disables auto-thane at the end of Dragon Rising, but touches none of the others] and Paarthurnax - Quest Expnsion [which only changes scripts for MQPaarthurnax. Dungeons - Revisited does edit many details of the surrounding cell but doesn't alter the chamber where the horn itself rests [and theoretically, does not affect placement of objects therein].
Anyone successfully find or compile a shortlist of mods whose scripts may be in conflict around the changes NSFMQ makes to MQ105/105Ustengrav/106?
Base on both the horn and note being present and the fact that your journal is referencing the note, you have some mod that is providing a modified version of the QF_MQ105_000242BA.pex script. It could be a loose file in the Scripts folder or packed into a BSA file for a mod that is loading after Not So Fast - Main Quest.esp. You should be able to take the horn itself, but if not you'll need to take the note and go meet Delphine because this changes made by this mod have been overwritten.
When I created this mod there were no major mods that conflicted except Skyrim Unbound. Since then there seem to have been an entire set of mods that conflict in various ways.
I have the same issue and it seems to be due to Skyrim Unbound touching that script, since there's a file with the script's name in the Skyrim Unbound folder. It probably wouldn't be a very good idea to just delete that file, would it?
No. I have never looked at Skyrim Unbound because its approach to the main quest is so radical and it touches so many game scripts its a compatibility nightmare. From the description:
The first few chapters of the main questline have been bypassed (and effectively removed), meaning you no longer have to obtain the Dragonstone for Farengar or defeat Mirmulnir for the Jarl of Whiterun. If you do wish to play as the Dragonborn and complete the main quest, all you have to do is absorb a dragon soul and you'll be summoned to High Hrothgar by the Greybeards.
That's pretty much the opposite approach taken by this mod, which tries to slow down the main quest not jump into it even faster.
I've always understood Skyrim Unbound to be primarily aimed at player's wanting to completely bypass the main quest and even possibly not be considered Dragonborn.
I had the same hiccup but I've managed to fix it. I manually downloaded the mod, unpacked it's zip folder then unpacked the .bsa file using the BSA Browser from NexusMods. Then I copy pasted all the sources and scripts into the Skyrim game folder. Unfortunately this doesn't work with a save that already has the Horn of Jurgen Windcaller quest active. I had to go back to an old save before I accepted the quest. I tested this works with some SetStage, COC and TCL trickery and I can confirm that the tomb is now activatable for me and you can proceed as normal. I've lost about 3 hours of play time but I'd gladly lose that if it means fixing a Delphine-sized plothole that drives me batty.
Previously I had tried loading this mod at the very end of my mod list but this made no difference. Unpacking the scripts and sources seems to have done the trick!
Edit: I can also confirm that this method works with Moon and Star Immersion Patch Edit #2: after I went back to an old save the Greybeards were broken and wouldn't continue "The Way of the Voice", Arngeir was perpetually stuck saying one line of dialogue even if you skipped the quest with SetStage console commands. I'm now in the process of restarting my game to avoid all this. RIP 30 hours of my time.
The only way unpacking the scripts would solve the problem is that some other mod actually provided unpacked versions of those scripts. You could have saved time and effort by simply loading this mod last and deleted the loose script files: MQ105TombScript.pex, MQ106DelphineScript.pex, QF_MQ104B_0002610C.pex, QF_MQ105_000242BA.pex, QF_MQ105_00032926.pex
Of course doing that you also potentially break whatever the other mod that provided those scripts was trying to do with them. So really, if you have those scripts from another mod you shouldn't be trying to use this one with it.
Is this safe to install mid playthrough? Or does it require a brand new save? I've just started a new character (Alternate Start - LAL), and haven't yet talked to Balgruuf for the first time. Thanks!
Yes, you can add it as long before you talk to Balgruuf the first time. You can also add it later, but not in the time between first talking to Balgruuf and killing the first Dragon or in the time between first talking to the Greybeards and completing the Ustengrav challenge.
I blundered into a mod conflict for modding the same issue twice at 3 in the morning and felt I should apologize to you as one of them. the other was At Your Own Pace and you can just imagine the conflicts there...
450 comments
At this point I'm using At Your Own Pace instead of this mod myself and I recommend it as a replacement. I also recommend The Choice is Yours (which is compatible with either).
The sticky notes above are based on frequently asked questions about the mod. If you're thinking of installing a new mod you really should be reading both any sticky note comments made by the author and a few of the comments made by regular users. Only trusting the author's own description (especially for a mod this old) is really unwise unless you're only going to play with a very small list of mods and are willing to live with any conflicts they might have.
EDIT: I checked the bubble and it's set to -1 so on hold and I tried setting it to 0 via console like times and it doesn't change?
Once I finish 'Bleak Falls Barrow' I cannot go back to visit Farengar -- the game freezes when I get to the top of the main stair in Dragonsreach at the dining hall. The only way I am able to advance the Main Quest(s) is using the console. The major differences between the two builds as follows:
OLD BUILD v3 NEW BUILD v5
Whiterun Mesh Fixes
Epic Gate of Whiterun Epic Gate of Whiterun
Temple of Kynareth RedoneTemple of Kynareth Redone
Temple of Kynareth Redone - Parallax Addon Temple of Kynareth Redone - Parallax Addon
Rallys Kynareth Mosaic
Pompous Dragonsreach Door Pompous Dragonsreach Door
Perfecter Whiterun
Blubbos Whiterun Lanterns Blubbos Whiterun Lanterns
ElSopa - Carved Gildegreen HD
Hall of the Dead Stained Glass Windows Hall of the Dead Stained Glass Windows
Fortified Whiterun Fortified Whiterun
Fortified Whiterun - Bells of Skyrim Patch Fortified Whiterun - Rob's Bug Fixes
Fortified Whiterun - JK Skyrim Patch Fortified Whiterun - Dawn of Skyrim Patch
Fortified Whiterun - Steps to the Cloud District Fix
Fortified Whiterun - Cloud District Terrain Fix
3D Whiterun Trellis3D Whiterun Trellis
3D Trellis Improved - Gildergreen Plaza
Lanterns for Fortified Whiterun Lanterns for Fortified Whiterun
Boreal Whiterun
Whiterun Cobblestone
Classic Whiterun Walls [2K]
FYX - 3D Whiterun Tree Circle
FYX - 3D Whiterun Scaffold
Whiterun Trees - DOS
Little Touches for Whiterun - Outside
The only interior patches that (I think) touch Dragonsreach are::
JKs Dragonsreach
RedBag's Dragonsreach
Redbag's Dragonsreach - JK's Patch
I use your excellent suggestion of a BAT file to configure the mod at the start of a new playthrough
;Sample
;The default is: setpqv MQ104 NSFMQ_DragonDelay 6
setpqv MQ104 NSFMQ_DragonDelay 26
;Sample
;The default is: setpqv MQ106 NSFMQ_DelphineNoteDelay 9
setpqv MQ106 NSFMQ_DelphineNoteDelay 14
;Sample
;If set to 1, the Season Unending negotiation quest will be skipped.
;If set to 0, restores the original game decision about that quest.
set NSFMQ_NoNegotiate to 0
;Sample
;setpqv MQ104 NSFMQ_PotionReward 0_1_or_2
;The default is: setpqv MQ104 NSFMQ_PotionReward 1
setpqv MQ104 NSFMQ_PotionReward 0
I am providing this information so that others can be aware of the issues. I don't know enough about SSEEdit to check under the hood and I don't expect you to provide a patch but I thought it would be good to have the information. This is a great mod and it fixes a major plot disaster created by Bethesda. Thank you very much for your work (Endorsed back in 2020).
So if it's triggering before you bring him the stone, something else is altering the quest stages for MQ104. If it's at the usual time I have no idea what could be wrong but it's probably related to Irileth or the messenger used by that intro scene about the dragon.
If I try to take the obvious path down (the broken walkway that angles down to the floor of the grotto) the game freezes just as I get to the ramp. I tried this from a slightly different angle four separate times with no joy. So I jumped off the ledge and landed hard but survived. After that the level completes without issue. Got the horn, on my way to the Greybeards. Weird part is that none of the scenes (so far) with the Greybeards have been borked. Keeping my fingers crossed. I still think Bethesda broke it with the latest update.
Thanks again for an excellent mod.
Might just be a random Skyrim-does-weird-things bug, because I can't find any conflicts in SSEEdit other than descriptive text with Moon and Star immersion patch; not using anything else that really touches main quest except Andrealphus' Harder Thaneships [disables auto-thane at the end of Dragon Rising, but touches none of the others] and Paarthurnax - Quest Expnsion [which only changes scripts for MQPaarthurnax. Dungeons - Revisited does edit many details of the surrounding cell but doesn't alter the chamber where the horn itself rests [and theoretically, does not affect placement of objects therein].
Anyone successfully find or compile a shortlist of mods whose scripts may be in conflict around the changes NSFMQ makes to MQ105/105Ustengrav/106?
You should be able to take the horn itself, but if not you'll need to take the note and go meet Delphine because this changes made by this mod have been overwritten.
When I created this mod there were no major mods that conflicted except Skyrim Unbound. Since then there seem to have been an entire set of mods that conflict in various ways.
It probably wouldn't be a very good idea to just delete that file, would it?
I've always understood Skyrim Unbound to be primarily aimed at player's wanting to completely bypass the main quest and even possibly not be considered Dragonborn.
I'll keep this in mind for my next playthrough.
Previously I had tried loading this mod at the very end of my mod list but this made no difference. Unpacking the scripts and sources seems to have done the trick!
Edit: I can also confirm that this method works with Moon and Star Immersion Patch
Edit #2: after I went back to an old save the Greybeards were broken and wouldn't continue "The Way of the Voice", Arngeir was perpetually stuck saying one line of dialogue even if you skipped the quest with SetStage console commands. I'm now in the process of restarting my game to avoid all this. RIP 30 hours of my time.
Of course doing that you also potentially break whatever the other mod that provided those scripts was trying to do with them. So really, if you have those scripts from another mod you shouldn't be trying to use this one with it.
Sorry for my own foolishness.