ultramarinefox Posted October 22, 2013 Share Posted October 22, 2013 If your character is a Nord and one with an open mind towards crime, he or she would be prepared to learn the ways of the thief to have a broader skill set when it came time to face Alduin. However, they get to the point when Karliah says that the Dragonborn must become a Nightingale to have any chance of defeating the rogue thief Mercer Frey. Picture the scene, you get to Nightingale Hall and receive your armour, then learn that your soul will be promised to Nocturnal after you die, and at that point a Nord would refuse. Why? Because a Nord's beliefs are their core strength, they know that they will see their family again when they die, so to suddenly have that denied them is wrong. My player character for example lost his parents at the Battle of the Red Ring when the Emperor and his armies, including a strong contingent of Nords under General Jonna, took back the Imperial City from the Aldmeri Dominion. It drives him knowing that he will go to Sovngarde and be with his family again, to be able to reveal himself to them as Dragonborn and to finally receive his parents' pride and love after so long without it. This is why I ask, rather like the fix that when a Nord joins the Stormcloaks, Galmar Stone-Fist has a new line inserted welcoming you as a true Son/Daughter of Skyrim; that the option is there to refuse to 'transact the Oath' and yet still complete the Guild questline if you so choose. What do you think? Link to comment Share on other sites More sharing options...
BleydThePirate Posted October 22, 2013 Share Posted October 22, 2013 (edited) This always bothered me as well, never being given a choice to refuse entry or find an alternate way to complete the questline without bending knee to yet another daedric prince. Here are a few mods I've used in the past that can help make the situation a little more bearable: Freedom For Nightingales allows the player to return to the sepulcher and commune with Nocturnal, offering her dragon souls in exchange for your freedom. The expected downside is that access to the sepulcher and the sanctuary south of Riften is revoked, as well as your ability to use the daily agent powers. The cool thing about this mod is that it allows you to free Brynjolf and Karliah as well, and they have edited dialogue reflecting their desire to do so. Less Eternal Nocturnal Oath makes a few simple changes to the dialogue of the quest so that the player isn't implied to be bound to the sepulcher after death. The changes here are minimal, but can make a world of difference from a role-playing perspective. Refuse Joining The Nightingales is another one to keep an eye on. It allowed you to outright refuse taking the oath, skipping that scene altogether. The final battle was more difficult to make up for it, and the skeleton key quest was completely removed, the actions being taken by Karliah herself. Unfortunately this mod wasn't worked for a while due to incompatible scripts with some of the official patches, but it would be one to keep an eye on. A few experienced modders have been discussing the changes here, so hopefully they will be able to release a fixed version soon. Edited October 22, 2013 by BleydThePirate Link to comment Share on other sites More sharing options...
ultramarinefox Posted October 22, 2013 Author Share Posted October 22, 2013 Thank you so much! I have just downloaded Freedom For Nightingales to give it a try, and your thoroughness is most appreciated. I don't use the Steam Workshop very much, especially because I have no idea where the files are on my hard drive to be able to remove them. Secondly, the last suggestion I will keep in mind to try as well, but thank you for coming to my aid and giving me (and my character) peace of mind! Link to comment Share on other sites More sharing options...
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