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Quest termination


guycitron

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One thing that really sticks out as lack of thoughtfulness in Skyrim's plot and dialog is the lack of ability to turn down and/or fail quests.

 

I am playing a lawful good type character now and as part of the main quest *spoilerish* you have to interact with Brynjolf. This automatically starts the Thieve's Guild quest line. I know (now) that there is a way around this specific situation but it is a common type of occurance. Now I have this minor quest to steal a ring sitting in my journal forever. Why would it even be there in the first place, as if my good-guy character would even consider that? Similar situation happened, for example, with the Companions. No, I don't want to enter a Daedric pact, thanks.

 

So, is it possible to make some 'termination lines' in quests? On the Companions I 'advanced' the quest via console then disabled the two offending parties. To roleplay I killed them as my character would've liked to have been a Silverhand anyway. This effectively stopped that quest development and cleared my journal. It is ok that the Companions quest-line is broken because for my character that would've ended any idea of advancement anyway. Have not been able to do the same thing with the Thieve's guild quest without automatically advancing into the next Thieve's guild quest.

 

Also a bit annoying that you are automatically saddled with 200 quests just by over-hearing some mention of some cave or blah-blah-blah from random NPCs.. but one thing at a time I suppose. Those are a little less offensive to sit in the journal because they are more like 'rumors' you can follow up on.. or not.

 

I saw a similar mod to this being made on Steam, I think it was called 'Give me a choice' or something like that. This would be perfect but it appeared 'in development' and I don't know if the developer continued his work or not.

 

Thanks for reading.

Edited by guycitron
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