This mod is so essential to skyrim, i can not understand why in all the years no one come up with this befor. Big thanks for saving me from this old man.
Actually, kryptopyr's The Choice Is Yours handles this - Excerpt from the mod's article page
"BUY DWARVEN ARTIFACT When you receive a letter to sell a Dwarven item to Calcelmo, this will no longer trigger a journal entry. The journal entry is unnecessary since the letter itself should be guidance enough for this simple quest. I also corrected what I viewed as a "common sense" flaw in this quest, in which the quest would be triggered by the player purchasing any piece of Dwarven armor or weapon, none of which are remotely rare in Skyrim. Now, Calcelmo will be interested only in certain rarer items that might more logically assist him in his research."
Since the mod doesn't have a journal entry, I find that if I ignore the dialogue option to sell the artifact to Calcelmo then the courier doesn't deliver another letter from him. (this is due to the quest being hidden; thus no repeat until it is completed)
Still, it would make more sense if the quest sequence was reversed, that is: 1. Player meets Calcelmo and talks about his research 2. Calcelmo expresses desire to buy any rare dwarven artifacts that the player may find (no journal entry) 3. Conversation option to sell rare dwarven items to Calcelmo only shows up if the player has at least one of them in their inventory when they are conversing with Calcelmo 4. Optional: After the player is aware of Calcelmo's wishes they receive onscreen alerts (no journal entry) whenever they find items that Calcelmo might be interested in.
When you receive a letter to sell a Dwarven item to Calcelmo, this will no longer trigger a journal entry. The journal entry is unnecessary since the letter itself should be guidance enough for this simple quest.
Unless you optionally want to do the quest - doing every quest once for completionism, and want to keep track of it for later. Quests should ideally be in the quest journal and not in random notes. The quest is also just hidden, but still incomplete, and calcelmo still has that dialog that can never be resolved if you sold off a rare item he is after.
Still, it would make more sense if the quest sequence was reversed, that is: 1. Player meets Calcelmo and talks about his research 2. Calcelmo expresses desire to buy any rare dwarven artifacts that the player may find (no journal entry) 3. Conversation option to sell rare dwarven items to Calcelmo only shows up if the player has at least one of them in their inventory when they are conversing with Calcelmo 4. Optional: After the player is aware of Calcelmo's wishes they receive onscreen alerts (no journal entry) whenever they find items that Calcelmo might be interested in.
This sounds overly complicated, and requires additional voiced lines from calcelmo.
Didn't mean to ruffle any feathers or disparage your mod. Should have paid more attention to the images instead of just responding to a comment. The 2nd image says it all.
The 4 steps I listed is just my opinion of how I believe Bethesda should have handled such a quest in the first place. As for the mods you mentioned - two of them suggest loading them after The Choice Is Yours and I've done so without any problems. Whereas the solutions provided by A Lovely Letter Alternate Routes are basically the same options available in kryptopyr's mod so I've had no reason to use it.
Back to your mod. Is it possible to make the quest in which the player takes care of Calcelmo's spider problem (and thus has been given access to Calcelmo's Dwarven Museum) a prerequisite for this quest? This would ensure that the player doesn't get the letter from a complete stranger.
I had him eCourier me letter over a dwemer gear. I was level 14 on a revamp, and I had to stop for a moment why a man I'd never met (this play-through) would send an urgent letter over the most generic Dwemer loot possible; no less when I stepped out of the dungeon I had looted it from.
I killed everything in that dungeon. I was actually fairly small, and I was in and out in under 20 minutes. How do you know and how did you mail me in Riften as soon as I stepped out?
I had to lean back and stare at the wall behind my monitor a bit because the meta was a bit too thicc.
9+ years of solid gaming, modding, and mod authoring, and yet the game still makes you need to pause at the audacity of it all.
Not sure why this is needed. When you get the 1st courier message from him, just don't open it. Just stash (or sell) the letter, and he never bothers you again!
46 comments
I just put in a box and forget about them.
I have no special mods, other than the choice is yours ... but even b/4 that I would simply NOT open and read and thus - No bother of Cal.
"BUY DWARVEN ARTIFACT
When you receive a letter to sell a Dwarven item to Calcelmo, this will no longer trigger a journal entry. The journal entry is unnecessary since the letter itself should be guidance enough for this simple quest. I also corrected what I viewed as a "common sense" flaw in this quest, in which the quest would be triggered by the player purchasing any piece of Dwarven armor or weapon, none of which are remotely rare in Skyrim. Now, Calcelmo will be interested only in certain rarer items that might more logically assist him in his research."
Since the mod doesn't have a journal entry, I find that if I ignore the dialogue option to sell the artifact to Calcelmo then the courier doesn't deliver another letter from him. (this is due to the quest being hidden; thus no repeat until it is completed)
Still, it would make more sense if the quest sequence was reversed, that is:
1. Player meets Calcelmo and talks about his research
2. Calcelmo expresses desire to buy any rare dwarven artifacts that the player may find (no journal entry)
3. Conversation option to sell rare dwarven items to Calcelmo only shows up if the player has at least one of them in their inventory when they are conversing with Calcelmo
4. Optional: After the player is aware of Calcelmo's wishes they receive onscreen alerts (no journal entry) whenever they find items that Calcelmo might be interested in.
The mod you're talking about is also not modular, so it might conflict with mods like Parapet's Save The Icerunner, A Lovely Letter Alternate Routes and tarlazo's Innocence Lost Alternative.
The 4 steps I listed is just my opinion of how I believe Bethesda should have handled such a quest in the first place. As for the mods you mentioned - two of them suggest loading them after The Choice Is Yours and I've done so without any problems. Whereas the solutions provided by A Lovely Letter Alternate Routes are basically the same options available in kryptopyr's mod so I've had no reason to use it.
Back to your mod. Is it possible to make the quest in which the player takes care of Calcelmo's spider problem (and thus has been given access to Calcelmo's Dwarven Museum) a prerequisite for this quest? This would ensure that the player doesn't get the letter from a complete stranger.
LMAO
(This is great BTW)
I killed everything in that dungeon. I was actually fairly small, and I was in and out in under 20 minutes. How do you know and how did you mail me in Riften as soon as I stepped out?
I had to lean back and stare at the wall behind my monitor a bit because the meta was a bit too thicc.
9+ years of solid gaming, modding, and mod authoring, and yet the game still makes you need to pause at the audacity of it all.