I love this mod and have endorsed it, but I do want to warn people that mods affecting Proudspire Manor will likely keep it there depending on load order. I play with this mod (https://www.nexusmods.com/skyrimspecialedition/mods/72313) and so I have been using PukinDumpling's post below to warp in for it whenever I need to grab it and am standing in vittoria vici's house (It's the 3rd command) Haven't worked out how to swap load orders with Loot atm so that's my current fix :)
In case anyone else needs the info... If you have already started a game and don't feel like joining a bunch of factions, playing through the main story or purchasing the most expensive house in the game, as thief (thanks Bethesda for once again taking a big steaming dump on role-playing!) you can enter the following 4 commands to pick up the Stones in question:
(Be careful with last one! You are going to be attacked by the troll that lives inside Riekling Cave!)
This will teleport you to the locations. You can then just coc back to where you were before and continue to play as an actual thief (or whatever you are playing as). Sure, this breaks immersion for a couple of seconds. But being forced into entire quest lines certainly does so more...
@kainvinosec: Thank you so much for the mod! I can confirm that it works flawlessly on a new game. Such a simple, yet great mod!
Completely agree with your changes. Will start a new play through tonight with your mod.
UPDATE
I am using Stackable Stones of Barenziah with Optional Quest Markers mod. Started a new game, over 1000 mods installed. Including a few that may be relevant to this mod: Open Cities, The Great City of Winterhold, Misc. College of Winterhold Tweaks, Obscures College of Winterhold, Thieves Guild Requirements, LOTD, etc.
All the quest markers worked fine as if your mod was part of the main game. No issues at all.
With an overuse of the shadow stone and a lot of running from enemies, I was able to get Prowler's Profit at a low level.
This is a great mod that I have always wanted. I always get Prowler's Profit when I already have way too much gold. Now, it takes some work, but I can get it earlier in the game and reap the rewards when it matters. Your mod also gave me the feeling that I contributed to the thieves guild more than doing a bunch of trivial quests for Vex and Delvin.
One small comment/observation.
In Victoria Vici's house the stone overlaps with a plate in my game. I don't think I have a mod installed that changes her interior space.
Thanks! Let me know how it goes if you get a chance!
UPDATE
Thank you so much for testing my mod out! I'm so glad it worked well for you. After doing some more of my own testing, I think this can be taken out of beta.
Regarding the plate issue, if you look at the 4th picture for this mod page it shows what the stone placement looks like in a pure vanilla game with only this mod installed. There are some cups and a jug/pitcher and a vase on the table, but no plates. So it's likely that one of the other mods you're running may have a wild edit or something that needs to be cleaned that messes with the stuff on that table. Super weird, but thank you for pointing it out. I'll keep a lookout for it and if I can figure out the culprit I'll either move the stone a little or put up a note about it.
Sorry if I'm being a burden, but do you know if this would work with Stackable Stones of Barenziah? I'm asking because I found a similar mod to yours once, and found out the hard way that it didn't work with SSoB, and I'd rather not have a repeat of that.
So I looked up Stackable Stones of Barenziah. Here's what I can say for certain... The only thing my mod is doing is moving the locations of the stones/activators/chests from one location to another. I don't adjust the quest itself, run any scripts, remove/add any references, etc. That's why my mod is only like 3kb in size. It's only utilizing the bare minimum of changes in order to achieve my goal with the mod.
In theory, it should be compatible with SSoB. The way SSoB works though, I'm not sure what all it references or how. If any reference to the location/placement of any of the stones is hard coded in that mod somehow (I don't know why it would be) then that could cause an issue but the chances of that are pretty slim.
I can't say for certain, but my best educated guess is that my mod and SSoB should be compatible. My best advice is to test it for yourself using console commands to jump around to cells, grab two stones (one altered by this mod and one that isn't), start the TG questline and progress until you can talk to Vex, and then go grab a handful of other stones (again get one or two that are moved by this mod and one or two that aren't). It'd probably take about 30 minutes to an hour of testing but you will know for certain once you start picking up stones after talking to Vex if both mods are playing well together.
I hope this helps, and if you do test it out please come back and let me know how it goes (and it'll also help anyone else with the same question)!
it shows all the new markers correctly except there is just one extra marker on dark brotherhood sanctuary which should not be there. I think it's manually placed there by stackable stones. in total there is 25markers instead of 24 with both mods installed although journal requires 24markers so probably won't be a problem in the end
edit: stackable stones change log says: "Add a quest marker to the Dark Brotherhood Sanctuary door to work around the quest marker on the gem inside not being visible until you're able to enter the sanctuary for the first time. The workaround marker is removed when you enter the sanctuary for the first time."
This mod is broken for the Xbox One/Series! Even if you start a new game and load this mod at the very end of the load order it does not change the stone locations.
A new game is required. The stones are put into place by the engine immediately upon starting a new game, so any mod that moves them requires a new game.
15 comments
I play with this mod (https://www.nexusmods.com/skyrimspecialedition/mods/72313) and so I have been using PukinDumpling's post below to warp in for it whenever I need to grab it and am standing in vittoria vici's house (It's the 3rd command)
Haven't worked out how to swap load orders with Loot atm so that's my current fix :)
If you have already started a game and don't feel like joining a bunch of factions, playing through the main story or purchasing the most expensive house in the game, as thief (thanks Bethesda for once again taking a big steaming dump on role-playing!) you can enter the following 4 commands to pick up the Stones in question:
player.moveto 7F901
player.moveto 7F908
player.moveto 7FB3A
player.moveto 7FB54
(Be careful with last one! You are going to be attacked by the troll that lives inside Riekling Cave!)
This will teleport you to the locations. You can then just coc back to where you were before and continue to play as an actual thief (or whatever you are playing as). Sure, this breaks immersion for a couple of seconds. But being forced into entire quest lines certainly does so more...
@kainvinosec: Thank you so much for the mod! I can confirm that it works flawlessly on a new game. Such a simple, yet great mod!
UPDATE
I am using Stackable Stones of Barenziah with Optional Quest Markers mod. Started a new game, over 1000 mods installed. Including a few that may be relevant to this mod: Open Cities, The Great City of Winterhold, Misc. College of Winterhold Tweaks, Obscures College of Winterhold, Thieves Guild Requirements, LOTD, etc.
All the quest markers worked fine as if your mod was part of the main game. No issues at all.
With an overuse of the shadow stone and a lot of running from enemies, I was able to get Prowler's Profit at a low level.
This is a great mod that I have always wanted. I always get Prowler's Profit when I already have way too much gold. Now, it takes some work, but I can get it earlier in the game and reap the rewards when it matters. Your mod also gave me the feeling that I contributed to the thieves guild more than doing a bunch of trivial quests for Vex and Delvin.
One small comment/observation.
In Victoria Vici's house the stone overlaps with a plate in my game. I don't think I have a mod installed that changes her interior space.
Thanks!
UPDATE
Thank you so much for testing my mod out! I'm so glad it worked well for you. After doing some more of my own testing, I think this can be taken out of beta.
Regarding the plate issue, if you look at the 4th picture for this mod page it shows what the stone placement looks like in a pure vanilla game with only this mod installed. There are some cups and a jug/pitcher and a vase on the table, but no plates. So it's likely that one of the other mods you're running may have a wild edit or something that needs to be cleaned that messes with the stuff on that table. Super weird, but thank you for pointing it out. I'll keep a lookout for it and if I can figure out the culprit I'll either move the stone a little or put up a note about it.
In theory, it should be compatible with SSoB. The way SSoB works though, I'm not sure what all it references or how. If any reference to the location/placement of any of the stones is hard coded in that mod somehow (I don't know why it would be) then that could cause an issue but the chances of that are pretty slim.
I can't say for certain, but my best educated guess is that my mod and SSoB should be compatible. My best advice is to test it for yourself using console commands to jump around to cells, grab two stones (one altered by this mod and one that isn't), start the TG questline and progress until you can talk to Vex, and then go grab a handful of other stones (again get one or two that are moved by this mod and one or two that aren't). It'd probably take about 30 minutes to an hour of testing but you will know for certain once you start picking up stones after talking to Vex if both mods are playing well together.
I hope this helps, and if you do test it out please come back and let me know how it goes (and it'll also help anyone else with the same question)!
edit: stackable stones change log says: "Add a quest marker to the Dark Brotherhood Sanctuary door to work around the quest marker on the gem inside not being visible until you're able to enter the sanctuary for the first time. The workaround marker is removed when you enter the sanctuary for the first time."
so everything should work correctly