[RELz] Immersive Clues to the Stones of Barenziah

Post » Tue Sep 22, 2015 1:38 pm

http://www.nexusmods.com/skyrim/mods/59475/?

Version: 1.0
Authors: Jaberkaty & Loopy_Cecil
This mod adds a number of handwritten notes into the game which give clues about how to find each of the Stones of Barenziah. The idea for this was suggested by Jaberkaty here on the official forums who wanted a more immersive method of searching for each stone and one that unfolds as you progress along the Thieves Guild quest path.
It's a reasonable gold sink as well, for the many players (myself included) who grumble about the abundance of gold in the game.
I've edited only vanilla assets. Only one stone was moved (refer readme for details). You shouldn't need to start a new game to use this mod but obviously if you've already finished the No Stone Unturned quest, there's no point installing this mod until your next playthrough.
For further info - refer to the mod's readme spoilered below:
Spoiler
==============================================
MOD NAME---> Prowler's Profit: Immersive Clues to the Stones of Barenziah
VERSION----> 1.0
CREATED BY-> gnarly1 & Jaberkaty
==============================================
INDEX:
-> Requirements
-> About this mod
-> Installation
-> Uninstallation
-> Known Bugs & Issues
-> Version History
-> Incompatibilities & Saved game warnings
-> Permissions & Usage
-> Credits
-> FAQs
==============================================
REQUIREMENTS:
==============================================
Skyrim 1.9.32
Latest Unofficial Skyrim Patch(es) recommended
==============================================
ABOUT THIS MOD:
===============================================
This mod adds a number of handwritten notes into the game which give clues about how to find each of the Stones of Barenziah. The idea for this was suggested by Jaberkaty on the official forums who wanted a more immersive method of searching for each stone and one that unfolds as you progress along the thieves guild quest path.
It's a reasonable gold sink as well, for the many players (myself included) who grumble about the abundance of gold in the game.
I've edited only vanilla assets. Only one stone was moved - refer to the FAQS section for more details. You shouldn't need to start a new game to use this mod but obviously if you've already finished the No Stone Unturned quest, there's no point installing this mod until your next playthrough.
It's possible for the holders of the notes to be killed and therefore those notes could be lost in your game. If that happens and you don't know where a few of the stones are, you could download a mod which adds questmarkers to the game for the No Stone Unturned quest and turn on the markers. Here's one: http://www.nexusmods.com/skyrim/mods/9385/?
If you do use a quest markers mod - note that the Proudspire Manor stone has been relocated. But don't worry, it's not too far away...
This mod has been cleaned with TESVEdit.
===============================================
INSTALLATION:
===============================================
Manual: extract archive to the Data folder in your Skyrim directory and tick the ProwlersProfit.esp on the datafiles window.
Mod Organizer and Nexus Mod Manager: follow the recommended install method.
===============================================
UNINSTALLATION:
===============================================
Manual: untick Prowlers_Profit.esp on the Datafiles window
To delete -> delete Prowlers_Profit.esp and "Readme_Prowlers_Profit.txt" from the Data folder
===============================================
KNOWN BUGS & ISSUES:
===============================================
Refer "ABOUT THIS MOD" section
Shouldn't be any bugs but PM me if there is.
===============================================
VERSION HISTORY:
===============================================
Current version 1.0
===============================================
INCOMPATIBILITIES & SAVED GAME WARNINGS:
===============================================
Always make sure that you backup your existing savegame before use.
Won't be compatible with any mod that changes the location of the stones.
May not be compatible with any mod that changes the Bard's College in Solitude, Ragged Flagon, chests in the Thieves Guild Headquarters or the personal inventories of the following NPCs:
-Tonilia
-Mallus Maccius
-Gulum-Ei
-Niranye
-Endon
-Enthir
-Atahbah
-Nelacar
-Rigel Strong-Arm
-Ahkari
-Ri'Saad
-Mercer Frey
Although if this mod loads after, it should be fine.
===============================================
PERMISSIONS & USAGE:
===============================================
Feel free to use this mod as you see fit, but give me credit where it is due.
If you use any of the content of the handwritten notes, correct attribution is to JaberKaty.
===============================================
CREDITS:
===============================================
Jaberkaty for the idea, content, creative input, playtesting and insisting on proper punctuation
The crew on the Quick Questions, Quick Answers thread at the Creation Kit Official Forum
GlassBoy for the Readme template
Bethesda
===============================================
FAQS: [WARNING!!! CONTAINS SPOILERS]
===============================================
Q: I can't find the notes!
A: Most of the notes are sold by the Thieves Guild fences which become available as you progress through the Thieves Guild questline. A few you may have to pickpocket. An observant, skilled and inquisitive thief should be able to find them all...
Q: Why did you move one stone?
A: I decided to move the Proudspire Manor stone because if the player is doing the No Stone Unturned quest before taking ownership of Proudspire Manor the mod would need to give the player access to the home. This would mean that the player could essentially use the home without buying it, which is not in the spirit of the game and many players would not like such an exploit.
UPDATE:

I have uploaded another http://www.nexusmods.com/skyrim/mods/59475/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D59475&pUp=1 to the nexus that is compatible with http://www.nexusmods.com/skyrim/mods/33530/? by Globox68 which changes the locations of the quest-locked stones. Use this optional esp only if you intend to use Globox68's mod, otherwise use the main file.

It won't be compatible with any quest markers mod, however as some stones have been moved. There is a separate readme for this mod in the mod archive - ie it's not the one showing under the nexus readme tab.

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Cccurly
 
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Post » Tue Sep 22, 2015 8:04 am

Nice!

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Project
 
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Joined: Fri May 04, 2007 7:58 am

Post » Tue Sep 22, 2015 8:40 pm

Sounds great; bookmarked for my next playthrough. Thanks!

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Julia Schwalbe
 
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Joined: Wed Apr 11, 2007 3:02 pm

Post » Tue Sep 22, 2015 8:09 pm

This is a brilliant idea! Thank you to Jaberkaty thinking of it and thank you to you for doing it. I don't know why Bethesda didn't do this in the first place. I have a feeling this will be a real must-have in nearly all of my mod lists in the future.

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Alba Casas
 
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Joined: Tue Dec 12, 2006 2:31 pm

Post » Tue Sep 22, 2015 11:02 am

You're welcome. I was thinking of perhaps taking this one step further and creating a separate mod that changes the locations of the stones, with those locations also referred to via a series of cryptic notes...

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Joe Alvarado
 
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Joined: Sat Nov 24, 2007 11:13 pm

Post » Tue Sep 22, 2015 6:22 pm

If you need help with notes or just brainstorming - I'm always up for that.

Thanks for doing this! I'm incredibly happy that it's out and I think it really adds a lot of depth to a thief playthrough. You were great to work with. :)

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Ana
 
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Post » Tue Sep 22, 2015 6:16 am

Fantastic to see this released! Thanks for putting this together Loopy_Cecil, and thanks to my wife for coming up with such a good idea. :)

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Marlo Stanfield
 
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Post » Tue Sep 22, 2015 10:54 am

Thanks! I was disappointed they didn't include any proper clues in the vanilla game, so this is a very welcome mod indeed.

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Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Tue Sep 22, 2015 3:21 pm

UPDATE:

Just uploaded an additional http://www.nexusmods.com/skyrim/mods/59475/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D59475&pUp=1 to the nexus that is compatible with http://www.nexusmods.com/skyrim/mods/33530/? by Globox68 which changes the locations of the quest-locked stones.

It won't be compatible with any quest markers mod, however as some stones have been moved.

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Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am


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