I removed an extraneous folder from the download package that was causing issues for Nexus Mod Manager users. The files themselves remain unchanged, and if you've previously downloaded and installed version 2.7, there's no need to do so again.
Should "The Choice is Yours" prevent quests from modded followers, or does it only work for Vanilla? I got a quest I do not want to complete because I'm on mid-playthrough, and starting it now would cause all kinds of problems. I started a new character especially for this mod.
Maybe this tweak from lilebonymace's patches and xEdit scripts should be added?: The Choice is Yours - Lod Dialogue Tweak - Place after Bring Meeko To Lod if you use it. A tweak for Lod's dialogues in "A Daedra's Best Friend" quest. Without this if you say "Sorry, i don't have time right now", all other dialogues will be blocked until you start the quest, you won't be able to trade with Lod, he will just ask you about the dog again and again. With this tweak other dialogues won't be blocked, and the quest can be started at any time via a new dialogue if you want to do it later.
I've got this mod installed but for some reason it doesn't appear to be operational anymore. That, and I'm not sure where I should place it in my Load Order. Can someone provide a little guidance or perhaps recommend an alternative mod that accomplishes the same thing as this one?
There isn't much that TCIY conflicts with and in most cases there are patches available, so load order shouldn't matter too much. It should load after Relationship Dialogue Overhaul and before any dedicated quest overhaul mods (Finding Haelgi and Laelette, Save the Icerunner, etc.).
The mod still works fine, so it's possible you may have run into some conflicts. Some patches are available here.
Thanks much for the mod! It's indispensable for anyone that hates what I call drive-by quest assignments. I did notice that while one can avoid being assigned the Barbas quest in Falkreath as advertised, Lod still won't do any smithing business with the player until the quest is accepted. I don't why Bethesda thought that was a good way to plot this. I mean, why would any business ever deny service to a customer just because they won't run time-consuming personal errands for the owner?
Do you know of any way to avoid that quest and do smithing business with Lod?
Very late to the party here, BUT, if you don't want to do the quest with Barbas, simply back out of the conversation with him without picking any dialogue response. The quest for him will not start, or go into your journal, and you can return to Lod and tell him the dog wasn't worth the trouble.
Sorry, it doesn't cover Dark Brotherhood contracts. It should generally be safe to add midgame though, but could cause issues if other mods are editing the same quests.
[English from Google] I don't know if it just happened to me, but after I installed it, even stealing from several NPCs, I stopped receiving bounty hunters.
This mod doesn't make any changes to bounty hunters. What is your current bounty? Bounty hunters will only be sent after you if your bounty in a given hold exceeds 1000 gold.
hi! so I am trying to remove the mod cause I kind of want the quests to pop up for me and I didn't realize that was what was stopping it from happening (I know, it's my fault for not reading) I uninstalled, but speaking to innkeepers still doesn't prompt the quests. Any tips?
Can we pwetty pwease have some option to wiggle ourselves out of 2nd part of House of Horrors? :c
It's so lame that the introduction to this quest is "Sure! Let's vanquish evil daedra!" and then you're suddenly stuck with "Let's kidnap a guy to sacrifice him to the evil daedra!" in your journal. Especially since Molag Bal doesn't have any leverage over player. You should be able to just walk out of the house and notify guards or bazilion other Vigilants of Stendboi.
The best and optimal option would be to warn Logrolf about upcoming trouble and desecrate Molag's shrine once again, just for laughs, but just warning him instead of helping Molag would be enough. Then a bunch of Boethiah's henchmen could move inside the house and no further dialogues are needed.
Once the existing bugs are squashed, it's possible we may look at some additions, in which case I imagine House of Horrors would be something we look at.
In the meantime, I would recommend House of Horrors Alternate Ending. It's for LE, but it's easy to port. Resave the plugin in the CK and unpack the BSA (and repack for SE, if you like). If you're short on space, it can be compacted and esl-flagged. No conflicts with TCIY.
House of Horrors Quest Expansion is a great option which didn't exist when I'd previously replied, and I would definitely recommend it over any other option. There are no conflicts with this mod.
It's in the esp, DA10AltarREF in the Abandoned House CELL:
So it looks like HOHQE adds a script, and this mod adds XESP - Enable Parent. Can a simple patch be created by merely including both the script lines from HOHQE and the parent lines from this mod, or there's a deeper logical conflict?
Unfortunately, this mod doesn't come with a FOMOD installer (Big RIP). Can anyone guide me in how to change or remove specific quests from being affected by this mod? Is that something that would require an annoying amount of work? Wondering if i should even use this mod or not due to this reason since I don't like every single quest change implemented here.
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The Choice is Yours - Lod Dialogue Tweak - Place after Bring Meeko To Lod if you use it. A tweak for Lod's dialogues in "A Daedra's Best Friend" quest. Without this if you say "Sorry, i don't have time right now", all other dialogues will be blocked until you start the quest, you won't be able to trade with Lod, he will just ask you about the dog again and again. With this tweak other dialogues won't be blocked, and the quest can be started at any time via a new dialogue if you want to do it later.
I've got this mod installed but for some reason it doesn't appear to be operational anymore. That, and I'm not sure where I should place it in my Load Order. Can someone provide a little guidance or perhaps recommend an alternative mod that accomplishes the same thing as this one?
Thanks!
GamerGuy.
The mod still works fine, so it's possible you may have run into some conflicts. Some patches are available here.
Do you know of any way to avoid that quest and do smithing business with Lod?
I've made a note to look into it further, but I'm not sure when that will be.
The quest for him will not start, or go into your journal, and you can return to Lod and tell him the dog wasn't worth the trouble.
I uninstalled, but speaking to innkeepers still doesn't prompt the quests. Any tips?
It's so lame that the introduction to this quest is "Sure! Let's vanquish evil daedra!" and then you're suddenly stuck with "Let's kidnap a guy to sacrifice him to the evil daedra!" in your journal. Especially since Molag Bal doesn't have any leverage over player. You should be able to just walk out of the house and notify guards or bazilion other Vigilants of Stendboi.
The best and optimal option would be to warn Logrolf about upcoming trouble and desecrate Molag's shrine once again, just for laughs, but just warning him instead of helping Molag would be enough. Then a bunch of Boethiah's henchmen could move inside the house and no further dialogues are needed.
In the meantime, I would recommend House of Horrors Alternate Ending. It's for LE, but it's easy to port. Resave the plugin in the CK and unpack the BSA (and repack for SE, if you like). If you're short on space, it can be compacted and esl-flagged. No conflicts with TCIY.
I found a conflict between House of Horrors Quest Expansion and this mod.
So it looks like HOHQE adds a script, and this mod adds XESP - Enable Parent. Can a simple patch be created by merely including both the script lines from HOHQE and the parent lines from this mod, or there's a deeper logical conflict?
EDIT: my bad, there's a patch for them on Nexus