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Brian

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nsysrtnesryj45

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About this mod

Reworks the main quest to add more details, flesh out some themes a bit more, and generally "script doctor" things to the way I would have written the story. Intended for a fresh playthrough, but should play nice with most other mods that don't change the main quest.

Requirements
Permissions and credits
Requires Tribunal, and I assume requires Bloodmoon

MAIN QUEST CHANES (spoiler free)
  • Adds a few more quests in the early game to make the world and its conflicts more dynamic
  • Adds a lot of dialog options to flesh out some characters I felt deserved a little more
  • Expands the third act into something more resembling a war than an afterthought
  • Adds a couple optional missions that let the main quest wrap up in minorly different ways
  • Buffs late game sixth house dungeons to be more challenging without relying on huge swarms or obnoxious health pools

NOT MAIN QUEST CHANGES
  • Modifies some fatigue rates to make combat less clunky and resource management more important
  • Tribunal questline is only hooked in after the main quest, where it really belongs. This also means no more dark brotherhood nonsense.
  • Lots of minor changes to make the world feel more real, that I honestly forget

I had been keeping this datafile going as I played for years now, but credit to Patrician TV for doing the review that inspired me to finish this up.

Spoiler Walkthrough

  • The Main Quest starts in pretty much the same way,
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    But the puzzle box quest is skipped, with Hasphat just giving you the notes right away.
  • After that, Caius sends you off to do other questing, just like before, but now
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    he wants you to reach level 3 AND join the Temple.
  • Once you've done that come back to Caius where
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    he'll send you to work for Mehra Milo. Tell her that you work with books.
  • You will then get a pretty ambiguous task to
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    find religious texts. You can show several books to either Milo or Caius, but the quest won't continue until you find "an inquiry", which you are most likely to get from a noble or Hlaalu character with high disposition.
  • Either character will ask you do
    Spoiler:  
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    track down the author. There's someone in Suran who has all three letters in the series, which gives you clues to track down the author. Caius will also give you a key to the imperial records in Ebenhart, which can help you figure it out.
  • If you still can't figure it out, just go to
    Spoiler:  
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    the Black Shalk Cornerclub. It's pretty much the same story as vanilla.
  • Caius' next quest is to
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    track down a smuggler named "Renin Trano"
     Some smugglers in Vivec can give you hints,
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    but you want to search in Molag Mar for him. Specifically come to the Nord Smith
  • You can meet Trano via multiple ways,
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    but either way he will want escort to Ebenhart. You can use the silt strider, and even if he dies you can talk to Caius and finish the quest.
  • A short fed-ex quest ensues, then things progress as per normal main quest up until
    Spoiler:  
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    the hortator quests
  • A minor note in the Erabenimsun Nerevarine quest is that
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    the war-lovers have traveled to Molag Mar now, so you need to go there to fight them
  • I think the
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    siege
    in the Hlaalu Hortator quest is pretty obvious; you just have to keep killing stuff, but it is possible to get soft-locked here.
  • After
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    you get wraithguard,
    there are five new optional quests:
  • You can get help from each of the great houses, althought
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    Hlaalu won't give you the quest until you get keening
  • If you sleep you get a new disturbing dream giving a cryptic hint.
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    If you talk to imperials you will be led to Buckmoth Legion Fort. There's a short quest involving paying 10,000 gold that gives you access to the guards and archers there as followers.
  • After
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    you get Keening,
    go to ghostgate and see
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    that the ghostfence is now offline there. Go inside and talk to the only NPC left in the temple, which will start a new quest to restore the ghostfence.
  • In the final battle
    Spoiler:  
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    with Dagoth Ur,
    there's a lot more magic to dodge, and it's frankly not super-well balanced, particularly since you can be at radically different levels by this point in the game. Either way, you can now
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    talk to Dagoth Ur one last time after you destroy the heart.
  • After beating the main quest, you can talk to Vivec to start the Tribunal questline. He's now your path to Mournhold. There is no teleporter back to Vvardenfell;  you need to either use mark/recall or
    Spoiler:  
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    get the mazed band
  • Tribunal is pretty much the same, with most changes being simplifying or removing parts that I felt went past challanging and into tedium. Perhaps one day I'll spend more time doing a proper rework of Tribunal...