Questlines forcing me to ruin my character lore-wise?

Post » Tue Dec 09, 2014 7:25 am

This is part mod request, part discussion. One annoying thing that Skyrim's questlines do is that some of them force you to do something with your character lore-wise to continue on them. What if I want my character to finish the Rogues' Guild storyline and not have to serve Nocturnal? How about an option to finish the Companions storyline (why did they have to remove the fighters' guild) and not become a werewolf?

If anyone knows any mods that fix these issues, post them here.
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Carlos Vazquez
 
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Post » Tue Dec 09, 2014 5:01 pm

The Companions are werewolves. Why do they want someone who isn't one of them in a position of authority? Especially considering their enemies hunt werewolves?

Why would the Thieves Guild, which exists at the pleasure of Nocturnal, want someone to help them out, but who doesn't want to serve her? The last time that happened... Well, it's the reason they're trying to save the Guild in the first place.

Joining a guild isn't just about what you get out of the deal, but what they get too. Why should they trust you with important jobs if you don't want to work closer to them?
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Laura Mclean
 
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Post » Tue Dec 09, 2014 7:18 pm

http://www.nexusmods.com/skyrim/mods/22650/? (the full version) fixes the werewolf issue.

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MarilĂș
 
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Post » Tue Dec 09, 2014 4:55 pm

Although, Marss, three of the companions are (possibly) looking for a cure for lycantrophy. And only a select small group within the Thieves Guild actually serve Nocturnal. At least with the Companions, you get to choose to cure yourself later if you so prefer.

I have the same issue with many of Skyrim's quests - almost invariably you are required to do something basically evil to do the quest. The daedric quests are the worst. I'd love the conversation options to say, WTF, no way will I... (bash his head in with a mace, sacrifice my loyal follower, murder my trusting followers to improve my sick weapon, murder some deranged old chap in the cold wastes, etc. etc.)

And what about killing someone who is living a life of repentance, helping the very enemies he once terrorized?? With no option to say to the Blades: NO WAY you narrow minded moron, without him we'd all be dead!

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Erika Ellsworth
 
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Post » Tue Dec 09, 2014 3:47 pm

The Daedric quests are meant to be evil (at least most of them are). Meridia, Azura, and (sometimes) Sheogorath are the only ones who are generally benign, Clavicus Vile and Sanguine just want to play with you, and occasionally the others have non-evil moments.
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cosmo valerga
 
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Post » Tue Dec 09, 2014 4:59 am

Fair enough, but there is no option to decline these types of quests. It pretty much auto starts, and jams up your quest log.

I craft/enchant better weapons than any of those so-called "artefacts", so the descent into evil isn't really that tempting.

I'd like to be able to exercise FREE WILL, which is really missing at times in the Skyrim universe.

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Jade Muggeridge
 
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