Any way to undo the consequences of "Retaking Thirsk&#34

Post » Mon Aug 11, 2014 8:08 am

Hi there,

I am sorry if I am posting this in the wrong section of this website.

I would like to know whether there is any way to undo the consequences of the quest "Retaking Thirsk" in the Dragonborn-DLC, in order to side with the Rieklings and complete "The Chief o Thirsk Hall" instead? I would like to do this, because the Rieklings and their quests are on the one hand much more entertaining and on the other hand because the outcome and reward of this quest is much better than the alternative, since it is the only way to be able to recruit Riekling-followers, which are great for obvious reasons and one of the best additions of this DLC. The Nords on the other hand are absolutely boring, feature an unique weapon, which can neither be used nor acquired and basically all outcomes are bad in one way or another, resulting in barely any gain from doing this quest and sacrificing your chance to get a Riekling-follower, for a generic group of Nords in a Mead Hall, which you can see everywhere in Skyrim anyway.

I ended up with siding with the Nords, because I had no idea that I even had an alternative. When I met "Bujold the Unworthy" for the first time, she was only a few meters away from the Riekling that usually invites you in, and asked me to help them defeat the Rieklings, which have been exclusively hostile until then and purposely portrayed as cruel and savage creatures, since you only encounter the wild ones, which basically always try to ambush or kill you. I didn't see any reason to deny her request, since this looked just like one of countless generic quests in Skyrim, during which you have to kill some creatures. The Riekling never had a chance to approach me and turned obviously instantly hostile after being attacked, I didn't even had a chance to notice that it was neutral, since denying a quest request in order to check whether these otherwise exclusively hostile creatures are really hostile in this case as well is a kind of stupid thing to do as a sneaky character, since it just notifies the enemy of your presence in a vast majority of cases.

I can't reload a previous savegame and already cleared the Mead Hall, which is occupied by the Nord now, while Bujold waits for me at the unique weapon, which isn't an actual weapon in this game but a prop instead, in order to initiate one of the four equally boring and stupid outcomes for this quest.

I would like to undo my progress in this quest, in order to do the alternative one for the Rieklings. In order to do stat I would have to reset the quest with setstage etc., somehow undo the consequences it caused for the Mead Hall, which has a different interior now, revive the Rieklings, their Chief in specific, which is impossible since the corpses are gone, so I would probably have to spawn new ones in and make the game consider them as alive, peaceful and willing to give me their quest. I am basically trying to undo everything since I failed to deny Bujold's request by any means, because it seriously annoys me that I am being denied access to Riekling-followers, because I was never informed about an alternative.

Thank you in advance.

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Steve Fallon
 
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Post » Sun Aug 10, 2014 6:23 pm

UGH. NO, NO, NO, NO, NO, NO. The rieklings are annoying as Hell. They'll pop out of nowhere at the most inconvenient times and get in your way. Not to mention the bloody sounds they make. Avoid at all costs.

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koumba
 
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Post » Mon Aug 11, 2014 7:39 am

I like the little [censored] though and they are certainly stronger and more useful than a dog for example. They are probably one of the best creature-followers in the whole game and randomly having some of them aiding you in battle can't be that bad either. In the worst case you kill them in a matter of seconds and are done with it. NPCs etc. don't react to them in a hostile way either. Whether you like them or not, becoming the chief of a bunch of little Rieklings, which are re-spawning potential followers, is definitely more entertaining and useful than being allowed to take a look at an unique weapon, which is just a prop, and then have the choice between equally stupid and boring outcomes, which are different variations of generic Nords sitting in a Mead-Hall, some of which might be dead or don't even talk to you anymore depending on your choice, and giving you some of the most generic and pointless radiant quests.

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Tom
 
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Post » Mon Aug 11, 2014 5:36 am

First few times I did this quest I always sided with the nords as I found the Rieklings annoying. But the way the story ends with the nords always left me feeling bad. Either I rat the woman out or lie for her. Plus come on... if a bunch of nords can lose their home to a couple half naked spear throwers then they didn't deserve the hall lol.

Last time I did the quest though I chose to side with the Rieklings. Hilarious I gotta say. I got a Riekling Hunter follower and random visits from the clan during battles.

But in answer to your question. No. Once you help the nords there is no way to revert back without a safe and it seems you don't have one.

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Michelle davies
 
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Post » Sun Aug 10, 2014 8:30 pm

Oh, okay. :)

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Lillian Cawfield
 
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Post » Mon Aug 11, 2014 3:12 am

The Nords are stupid anyway. The woman is ridiculously crazy and randomly attempts to murder you, because she wants to be the leader of those 6 lazy idiots that badly, who literally do nothing but sit in a Mead Hall - and even failed at that by being thrown out by underdeveloped midgets with arrow-sized spears, although none of those Nords actually care if you break it to them. They are just content with waiting for a "worthy" leader, only that you either kill his wife or reveal that she tried to deceive all of them makes a single one of them mad at you. Her husband should pay me for taking care of her instead of refusing to talk to me. That there isn't an option to support her leadership without lying, because you don't give a damn about what an old weapon, which can neither be used nor is of any use to anyone, says, is stupid as well. Hell, she could have simply let me go somewhere else instead of trying to kill me, it is not like I would care about the generic 6 drunkards I just met, who can't even deal with a bunch of Rieklings. The quest doesn't make me feel bad, because I have to kill a crazy women in self-defense and either lie to her husband or break it to him, but because the whole quest is stupid and boring in addition to that - and there isn't a proper reward either.

On the other hand you have an unusual and unique quest-line with entertaining creatures, which are exclusive to the DLC, instead of the most common-race in the whole game anyway, which is at least kind of funny and results in you becoming the chief of your own tribe of those creatures, which are re-spawning and actually useful creature-followers.

I am not looking for "legit" ways to undo the consequences of this quest, but there definitely has to be a way to achieve this, if not by commands, with the Creation Kit etc..

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Emmie Cate
 
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