About this mod
This mod awards perk points for completing major quests.
- Permissions and credits
- Donations
Introduction
Inspired by ESOs quest system, this mod awards you with perk points for completing major quests.
This could be useful when using a perk overhaul that adds a lot of new perks and gives you an incentive to complete those questlines.
This mod was requested on the /r/skyrimmods subreddit by /u/RockGodOne, in this topic.
Links to different versions
Legendary Edition version can be found here.
Special Edition version can be found here.
Technical details
This mod does not edit any vanilla quest scripts, and as such, should be compatible with quest overhauls.
The SE version has an ESL flagged ESP, meaning it won't take an ESP slot in your load order and will NOT count towards the 255 plugin limit.
Porting to consoles
PLEASE DO NOT SEND ME ANY REQUESTS FOR PORTING TO CONSOLES!
I DO NOT support console modding myself, however I do allow others to port my mods, given they follow the rules, stated in the permissions tab.
The following quests award perk points
Main Quest
- Bleak Falls Barrow
- Dragon Rising
- Diplomatic Immunity
- The Horn of Jurgen Windcaller
- Alduin's Wall
- Elder Knowledge
- The Fallen
- Dragonslayer
Companions
College of Winterhold
Thieves' Guild
Dark Brotherhood
- Bound Until Death
- Hail Sithis!
- Destroy the Dark Brotherhood (optional, see below)
Daedric quests (optional see below)
- The Black Star
- Boethiah's Calling
- A Daedra's Best Friend
- Discerning the Transmundane
- Ill Met By Moonlight
- The Cursed Tribed
- Pieces of the Past
- The Whispering Door
- The Break of Dawn
- The House of Horrors
- The Taste of Death
- The Only Cure
- A Night To Remember
- The Mind of Madness
- Waking Nightmare
Bard's College
Dawnguard
Dragonborn
Falskaar (patch)
Wyrmstooth (patch)
VIGILANT (patch)
- The Landing (End of Act 1)
- Blood Matron (End of Act 2)
- Child of Oblivion (End of Act 3)
- Coldharbour (Act 4)
- Aetherius (Act 4)
- Exsultate Jubilate (Act 4)
The Gray Cowl of Nocturnal (patch)
Optional Perk Rewards
- Destroy the Dark Brotherhood: Disabled by default. You can use this console command to enable it:
set ANDR_QAPP_GLOB_DBDestroy_Toggle to 1
- Daedric Quests: Enabled by default. You can use this console command to disable them:
set ANDR_QAPP_GLOB_Daedric_Toggle to 0
FAQ
- Q: "Will you add this functionality to other quests from other quest mods?"
- A: "Perhaps, if I can get permission. If that's the case, it would help me great deal, if you could point the actual quests, and if possible the quest stage at which the quest completes."
- Q: "Will you make a non-DLC version for LE?"
- A: "No, at this point, I consider the base game + the DLCs to be "Vanilla." Also, this will make it a hassle when updating."
- Q: "Will you port this mod to bethesda.net or consoles?"
- A: "I DO NOT support console modding myself, however I do allow others to port my mods, given they follow the rules, stated in the permissions tab. Also, please stop asking me this."
- Q: "Is this mod compatible with x?"
- A: "Most likely, yes. I have tried to make it so conflicts will be at an absolute minimum. I also left all quest scripts alone, which should make sure this won't conflict with those. Only thing I can think of, that could potentially conflict, is if a mod changes the stage at which a quest completes, but from my experience, I haven't found such mods."
- Q: "I already completed some of these quests in my playthrough. Is it safe to install?"
- A: "Yes. In fact, during my testing, I even noticed that the perk points get added retro-actively, which is nice."
- Q: "I don't like getting perks for Daedric Quests, or getting no perks for Destroying the Dark Brotherhood. Can you change this?"
- A: "See console commands above."
- Q: "Why don't you add an MCM/power/spell/book instead of having us to use console commands for the additional options?"
- A: "I heavily dislike configuration books/spells/powers in mods, as they clutter up the inventory/spell menus. I also didn't add an MCM, to keep the requirements at a minimum."
- Q: "Is this mod safe to merge?"
- A: "For SE, they're all ESL-flagged ESPs, so they don't count towards your plugin limit. For LE, they should be safe to merge, providing you know how to do it. Unfortunately, I'm unable to help you with that, though."
- Q: "Could you add more unique effects, instead of perk points?"
- A: "I would prefer to stick to perk points, so I can give the player a choice in which to invest. If you want more unique effects, check out this mod: https://www.nexusmods.com/skyrim/mods/99640"
- Q: "Why didn't you add perk points for the Civil War/Thaneship quests?"
- A: "Thaneship: This is a tricky one. The player can become Thane of Hold, but when the Hold gets taken by the opposing faction of the Civil War, the player will lose Thaneship AFAIK, but can regain it by doing the Thaneship quest for the opposing faction. This could be exploited and as such, I would prefer not to mess with it. As for the Civil War: That questline is quite buggy, so I'd rather not touch it, in case I break anything"