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Quests & Adventures

Quests and adventures.

11 files

  1. (WIP) Shalidor's Maze

    A maze. Not some simple, paltry labyrinth. A real maze.
    WARNING: This maze is not like any maze thus far in Skyrim.  There are no clues, no sign posts, no guides.  You can get irretrievably lost in this maze.   If you are playing on survival mode, you may regret your choice. 
    DO NOT Share the solution.  The solution is mine to share, not yours. 
    This mod is a Work In Progress.  It is playable as it is, and works quite well.  I am attempting to turn this into a quest, so bear with me. 
    Find the journal in the Hall of Attainment in the room with the wine vat.  Start your adventure from there. 
    This mod was successfully tested on the Anniversary Edition version 1.6.1130.
    This mod has been verified clean with Xedit 4.0.4.
    If you wish to communicate with me about this mod, you may do so here, or you can find me on Discord at https://discord.gg/jW7m65uNW7
    This mod has been uploaded to Bethesda net for Xbox (https://mods.bethesda.net/en/skyrim/mod-detail/4326105).
    This mod may be downloaded for use during gameplay only.  Any other use is prohibited.  This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission.
    This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

    Q: Why is Shalidor's Maze so hard.
    A: It was deliberately built to be difficult and challenging.  
    Lore wise, this maze was created by Shalidor, a genius and a extremely powerful mage. It is a very safe bet that each door is more magical portal than actual door; and thus, the doors and rooms do not connect linearly. It is also pretty much guaranteed that the left/right hand solving techniques used in labyrinths won't work in this maze.
    Now, consider further.  Shalidor made every room identical to confuse and disorient anyone brave enough to enter his domain.  Your challenge, figure out how to make every room unique.
    And for Talos' sake, make a map.




  2. Dawnguard and Clan Volkihar Epilogues

    One thing that every artifact collector loathes about the Dawnguard addon is that both versions of the questline have mutually exclusive artifacts, meaning that you will always be locked out of acquiring some unique items no matter which path you choose. No longer. This mod adds an extra quest to each side of the questline which will lead you to the artifacts that would have been lost forever in the vanilla game.
    The Dawnguard version begins after completing Kindred Judgement and the side quest Bolstering the Ranks; you'll receive a letter from Isran requesting that you track down a vampire who escaped the raid on Castle Volkihar with a number of vampire artifacts. 
    Artifacts unlocked by the Dawnguard epilogue:
    -Ring of the Erudite
    -Ring of the Beast
    -Amulet of the Gargoyle
    -Amulet of Bats
    -Ancient Vampire Parts
    -The Bloodstone Chalice
    The Clan Volkihar version begins by reading a letter found on Isran during the side quest Destroying the Dawnguard.
    Artifacts unlocked by the Clan Volkihar epilogue:
    -Dawnguard Rune weapons
    -Dwemer Crossbow Schematics and the ability to craft exploding bolts and enhanced crossbows.
    -A number of undead-damaging spells that are exclusive to the Dawnguard merchants.
    Contrary to what most people believe, this mod does, in fact, work with Legacy of the Dragonborn. Nothing from either will break if they are used together; you'll just end up with a few duplicates.




  3. Better Start Timing for Dawnguard and Dragonborn

    As many of you may have noticed, the questlines for Dawnguard and Dragonborn begin very early in the game, a little too early for many people's taste. Plus, without other mods to moderate them, they tend to start at about the same time. This mod attempts to alleviate this somewhat.
    What this mod does is space out the starts for Dawnguard and Dragonborn so that they don't feel thrown in your face when you start the game, by making them hinge on the progress of the main quest. Dawnguard will now not begin until you complete The Horn of Jurgen Windcaller, and, like the vanilla game, reach level 10, while Dragonborn will not begin until you complete Alduin's Bane and have at least started Dawnguard (as in the quest Dawnguard is visible in the journal or completed). Keep in mind that these requirements can be circumvented by going to the respective questlines's starting locations of your own accord.
    This mod also fixes a minor annoyance that is introduced by the Unofficial Patch. The Patch tinkers with the Dawnguard start to fix a bug where Durak and the cultists would get locked in eternal combat if they spawned together, by preventing the Durak scene from triggering until the Dragonborn scene has triggered. This works, but it also causes some problems of its own. First off, the Guards are hard-coded to say the Dawnguard-starting rumor once the level requirement is reached, and since Dragonborn and Dawnguard tend to trigger in quick succession, this makes it highly unlikely that you'll ever see Durak's scene, especially since this mod pushes the Dragonborn start to a much later time. Secondly, Dragonborn chronologically occurs after Dawnguard, so it would make more sense to see the Dawnguard scene first (and since Dragonborn is dependent on Miraak learning of your status, while Dawnguard is largely unrelated to your status, coupled with the amount of time it would take for word of a Dragonborn to reach Solstheim in the first place). As such, I have blocked the Guard's rumor from playing until after Dawnguard starts to ensure the Durak scene occurs, and inverted Dawnguard's dependency so that Dragonborn requires Dawnguard to start first, thereby preserving the fix in a more logical fashion.
    A patch for kryptopyr's Timing is Everything is also included, allowing both mods to work together.




  4. Quest Conflict Fixes

    There are a number of quests in the game that, if completed in certain orders, will cause another quest or item to become permanently unavailable. This mod attempts to remove, or fix these lockouts. Fixes included:
    Diplomatic Immunity and Find the Thalmor Assassin: upon learning about Esbern in the former, some Thalmor will come in having captured Malborn. It is highly likely that Malborn will die in the ensuing fight, which will permanently block the latter from starting. With this mod, Malborn, as well as Brelas and Etienne can only be killed by the player, so that the Thalmor Assassin quest can be started more easily.
    Ill Met By Moonlight: Bloated Man's Grotto contains a shrine of Talos where a unique weapon can be found, Bolar's Oathblade. If you start Ill Met By Moonlight before entering the Grotto, the shrine and weapon will be removed for the duration of the quest, if you complete it in favor of Hircine, and permanently, if you complete it in favor of Sinding. With this mod, the Oathblade can be found on J'Kier, the hunter who dies shortly after you arrive; it's not unreasonable to assume he would grab it on the way in.
    Delayed Burial and With Friends Like These...: Upon either entering the Dark Brotherhood sanctuary for the first time, either during the latter or during Destroy the Dark Brotherhood, the former quest will become unavailable if it hasn't been started, and will fail if it has but has not been completed. This mod makes the completion of Delayed Burial a requirement before the shack scene can begin (You'll receive an anonymous reminder to check out the road between Dawnstar and Whiterun if Delayed Burial has not been started by the time Innocence Lost has been completed).
    Mourning Never Comes and Blood on the Ice: Blood on the Ice requires that Tova Shatter-Shield be alive for it to start. However, during the quest Mourning Never Comes, you are encouraged to kill Nilsine Shatter-Shield, which will cause Tova to commit suicide. Since Tova's role in Blood on the Ice is trivial, and completely optional, I've removed the requirement for her to be alive.
    Mourning Never Comes and Lost to the Ages: Lost to the Ages requires you to trek through Raldbthar, where Alain Dufont resides, which means you will likely kill him if you go there before beginning Mourning Never Comes. If he dies, the optional objective to kill Nilsine becomes unavailable, locking you out of obtaining Muiri's ring and her as a marriage candidate. This mod makes it so Alain Dufont will not appear until you reach the appropriate stage of Mourning Never Comes.
    Rare Gifts (Siddgeir) and Build Your Own Home (Falkreath): Siddgeir usually requires you to bring him a bottle of Black-Briar mead before he'll begin the Thane quest. However, if you progress far enough to receive the Build Your Own Home letter from him, this will be skipped. This mod removes the Build Your Own Home letters altogether so that this cannot happen. From what I could tell, they only existed to give people who installed HearthFires mid-game information on how to obtain the new homes, so they are unnecessary for future runs.
    The Forgemasters Fingers and Being Blood-Kin: If you complete a quest that leads to you befriending an orc, you will be unable to access The Forgemasters Fingers. They will now be sent to you after becoming blood-kin by any means, with a letter explaining why.
    Kill the Bandit Leader (Annekke) and Kill the Bandit Leader (Brunwulf): These two instances of the quest draw from the same pool of targets, which means that they could choose the same target. If this happens, the second version you attempt to start will be permanently be unavailable. This is due to the fact that the quest cannot choose cleared dungeons for its target. This mod allows this quest to choose cleared locations and adds code to provide a new boss if this happens, although it will not reset the dungeon. (Note that this situation is very rare and can only occur by chance, so this fix is untested. The theory seems sound enough though). 




  5. Get Both Rewards

    This mod allows you to get both rewards for various quests with more than one reward in immersive ways
    Get Both Rewards for Clavicus Vile's Quest...Sorta
    Like my other similarly named mods, this mod lets you get both rewards for a quest, this time Clavicus Vile's quest. However, since you actively give one reward up for the other in this quest rather than unknowingly choosing, you won't outright get both rewards, you have to find the one you gave up. I won't say directly where they will appear, but I will tell you that one is surrounded by instruments, and the other is surrounded by werewolves. 
    Credit to soulracmgp for finding a way to implement this without directly editing the quest.

    Get Both Rewards for Cidhna Mine
    This mod enables you to get both rewards from the quest No One Escapes Cidhna Mine without cheating. It does so by:
    -Placing the Silver-Blood Family Ring into Thonar Silver-Blood's inventory, so it can pickpocketed or taken from his corpse when siding with Madanach.
    -Placing a dead foresworn in the escape route wearing the Armor of the Old Gods, presumably having tried and failed to break Madanach out, when siding with Thonar.
    Get Both Rewards for Hircine's Quest
    This mod makes it so that no matter which path you take in the quest, Ill Met By Moonlight, you will get both the Ring of Hircine and the Savior's Hide. No special action is needed, both will be given when speaking to Hircine at the end of the quest.




  6. Miscellaneous Quests... as Miscellaneous Quests

    Inspired by a long dead mod that did the same thing, this mod aims to declutter the journal somewhat by re-categorizing most of Skyrim's minor quests that had proper journal entries into miscellaneous quests. With two exceptions, which were included because part of them relied heavily on pure chance, and thus, they could remain in the journal indefinitely, all of these quests are quests that can recur indefinitely, or that never actually stop. This mod does not affect major one-time quests which have a lot of story behind them, nor does it affect quests that recur a set number of times.
    Compatibility and consistency patches for other mods can be found in the optional files section. Ensure that these patches load after both this mod and the mod they patch, or they may not work as expected.
    -Animal Extermination
    -Trouble In Skyrim
    -Hired Muscle
    -Escaped Criminal
    -Rescue Mission
    -Striking The Heart
    -Stealing Plans
    -Family Heirloom
    -Dragon Seekers
    -The Dark Brotherhood Forever
    -The Shill Job
    -The Fishing Job
    -The Sweep Job
    -The Burglary Job
    -The Heist Job
    -The Numbers Job
    -The Bedlam Job
    -Shalidor's Insights
    -The Hunt
    -Culling the Beast
    -Deceiving the Heard
    -Protecting the Bloodline
    -Ancient Power
    -Hide and Seek
    -Cleansing Light
    -Preemptive Strike
    -Hunting the Monster
    -A Jarl's Justice
    -New Allegiances
    -Azra's Staffs
    -Heart Stones
    -Filial Bonds
    Cutting Room Floor:
    -Animal Pelt Collection
    Also includes patches for "Thieves Guild Alternate Routes - Taking Care of Business Mod", "Carriage and Ferry Travel Overhaul" and "Dawnguard - Tweaks and Enhancements".




  7. Undeath Remastered - No Auto Quest Start

    I'm sure many of you have heard of the mod Undeath by Antioch08. It adds a questline involving stopping the emergence of a lich, and provides the opportunity to become one yourself. However, while the questline doesn't begin until level 30, it just shows up in the journal out of the blue without warning.
    I personally found this immersion-breaking, so I made this plug-in to "fix" it. With this plug-in, the Undeath questline will begin through a letter from Illia, delivered after completing the quest "Repentence" and the usual level 30, as opposed to being thrown at you.
    This obviously requires Undeath, and from what I can tell, should work with lich overhauls just fine. So long as the first quest in Undeath isn't touched, it will play fine with this plug-in.




  8. Kill Velehk Sain and Get His Treasure

    If you've been to the Midden under the College of Winterhold, then you've likely encountered the dremora pirate Velehk Sain sooner or later. On encountering him, he demands that you release him and offers the treasure he's hoarded should you agree to do so. However, many a good natured characters would opt to make him pay for his crimes instead, which locks you out of getting the treasure.
    Fear not, for this mod lets you have your sweetroll and eat it too, as after killing him, you will now find the map to the treasure on his...umm, do deadra even have corpses?...remains, and subsequently find the treasure.




  9. The Wolf Queen Awakened - Shorter USSEP Start Delay

    The unofficial patch imposes a delay of seven days to the start of The Wolf Queen Awakened, which begins counting down after the prereq quest is completed and does not account for the courier tracking you down. Considering how attentive Styrr is to Solitude's darkness and the fact that Potema, who clearly lacks any skill in subtlety, appears to make a beeline to the catacombs, it should not take that long to realize something is amiss. This mod shortens the delay to at most 3 days, the same as for Rebuilding the Phial, which I feel makes a lot more sense.




  10. Nessie - The Tale of 350

    Short Description:

    Need a little more adventure in your life?  Do you want to know about the story of a Nord named Kenny, and how he was heckled by an Argonian named Nessie?  Look no further!  This mod offers a short quest in which an Argonian asks for 350 gold, and the player was warned by a Nord named Kenny.  After the conclusion of your adventure, you can hear the tale from a traveling bard. And it all starts in Whiterun.

    Detailed Description:

    This mod is a lore-friendly parody mod based off of South Park's Lochness Monster joke.  Playing the role of the Lochness Monster is an Argonian named Nessie.  Nessie has been bugging a Nord named Kenny for 350 gold at every turn.  It is now the player's turn to be harrassed.  You start out near the well in Whiterun.  You encounter Nessie for the first time in Whiterun.  Where you see Nessie next depends on what cities you go to 24hrs+ after the first meeting.

    Eventually, depending on your decisions, you will fight Nessie.  This fight can occur

    -A quest
    -Some humor!
    -Your choices drive the quest's direction
    -Balanced boss fight for all levels
    -350 Gold
    -A traveling bard to tell your tale, with a random chance for where he will show up

    Bard's Schedule:

    Monday -
    Old Hroldan

    Tuesday -
    Dragon Bridge
    Solitude Inn
    Solitude Bard’s College

    Wednesday -

    Thursday -
    Nightgate Inn
    Windhelm (one of two taverns)

    Friday -
    Shor’s Stone

    Saturday -

    Sunday -
    Whiterun (one of two taverns)

    Installation Instructions:

    -Find your Data folder
    -Place the files within the zip into your Data folder.

    -The initial release
    -Updated NPC face textures

    Known Bugs:
    None at this time

    Known Quirks:
    -When you are near the Whiterun well for the first time, I highly recommend not having auto-run enabled.  You will keep running without the ability to stop.
    -The cities will fight Nessie with you if you are their allies.  There is a probable chance of some citizens being killed by Nessie depending on your time of day
    -You will have the blinking animation when you are outside in Tamriel or Solstheim.
    -Nessie can be large, so think about that when you are fighting Nessie

    Alex Cain - Nessie's Voice
    PyroToaster - Kenny's Voice
    Herr Yuri - Wolfgar's Voice
    DarkVirus - Mannril's Voice
    Crimson Phoenix - Crulek's Voice

    Windows Movie Maker
    Bethesda - Skyrim and Creation Kit
    jacobmathiassen - Male crying and weeping -
    Bard Song Instrument Recording -
    Trailer Music - http://www.bensound.com/royalty-free-music/cinematic/2

    Special Thanks:
    Skinnytecboy - Support
    Epoch Sanctum - Support, and Resources
    Armstrong Security Solutions - Support, Resources, and Voice
    Herr Yuri, Crimson Phoenix, DarkVirus, PyroToaster, and
    Alex Cain - For the Voice Work
    Phantastic Networks - Support on Re-Release

    Very Special Thanks -
    For the encouragement, and support during this
    mod's production:





  11. The Paarthurnax Dilemma

    Disappointed with how ruthless and unforgiving the Blades were at the end of the main quest? Felt like you should have been able to put your foot down and make them see reason? Well now you can!
    This mod is a simple, yet badly needed modification to the post-MQ quest the Blades give you to kill Paarthurnax.
    Approach the quest as usual. Listen to the Greybeards and Paarthurnax.
    Should you decide to spare his life, return to Delphine or Esbern and explain it to them. You may have to be a bit forceful in the process. They may not like what you're telling them, but they're supposed to be there to serve the Dragonborn, right?
    Should you choose to go through with slaying him, he will not be alone. Paarthurnax told you he was going to try and teach others the Way of the Voice, and he'll have his first group of students listening intently. Or, well, whatever dragons do when they're perched on rocks looking at each other.
    Are you a ruthless savage like your Blade companions, or will you show compassion and forgiveness the Blades don't appear to be capable of anymore? Make your choice, Dragonborn!
    Requires the Unofficial Skyrim Special Edition Patch to be installed first!




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