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Bounty quests expanded for Bandits, Forsworn, Giants and Dragons. Like in the Witcher 3, bring "trophies" from your enemy to the Jarl as proof of the bounty or deliver the captured bandits to a guard for justice. Support for Missives.

This mod is a LE Backport of the original mod by JaySerpa.

Permissions and credits
NOTE: I am not the original mod creator. I merely backported this mod with JaySerpa's permission. If you require assistance on how to play the mod, please ask on the original SE Mod Page. However, do let me know about technical issues in as much detail as possible.

Modified mod page description follows:




  • Bounties Require Proof: "I killed the bandit, Mr. Jarl, give me the reward" is no longer enough. You will need to get proof that you completed the bounty. When
  • you kill the target of a bounty, the bandit/giant/dragon will receive an item in their inventory. When you loot them, getting this item will fade out the screen for a second and the bounty target will lose their head... literally! 

  • Capturing prisoners: For those playing a more lawful / forgiving character, bandit leaders who have a bounty on them can be captured and brought to justice. To capture a bandit leader, they must kneel (low health) and then you can talk to them and order them to give up. They can then be looted via dialogue. Next step is talking to a guard (Any guard will do) and handing them over the prisoner.

  • Populating prisons: The bandit will be taken by the guard to the nearest prison, where the prisoner will stay permanently. The guard will return to his or her
  • post. Prisoners can be visited, but they won't be happy to see you. There's a limit of 7 or 8 maximum prisoners. Once the limit is reached, the oldest prisoner is executed off-screen to make room for the new ones.

  • Giants have feelings too: You can spare bounty giants from death (or not). Once they kneel down, you can talk to them (if the option doesn't show up, quick save and load). If forgiven, they will slowly walk away in shame until they disappear forever. This counts as completing the bounty.

  • Fully integrated into the quest objectives:  When you kill a bandit leader, you will get a new objective: "Get proof of the bounty" and the objective arrow will point to the corpse. Same for the other new stages of bounties.

  • Visible representation: Bandits/Dragons/Giants will lose their heads when you get proof of the bounty, this is reflected on their model.

  • Missives support + Added features: If you use missives, the bounties from the mod will also support these features. I've also added some extra options to the mod, like the ability of capturing fugitives via speech option, or intimidating/persuading thieves into giving you what they stole so no one gets hurt



- Headhunter Main File: This covers vanilla bounty quests. Required for everything else to work. Works with Lawbringer without any patches.

- Headhunter Missives Patch: This enables bounty quests added by Missives to work using my bounty system. I've also taken the liberty of adding more options to some of the other missives features. (Non violent ways of finishing certain missive quests) and the vanilla bounty rewards will use missives rewards (so rewards for bandits/dragons/giants can be configured via the MCM)
Requires: Main File + Missives (There's also options for additional Missives Worldspaces)


  • Surrendered giants cannot be talked to sometimes: For some reason, there's a bug in Skyrim that won't allow you to talk to non-humanoid creatures unless you save/load the game. I had this in Skills of the Wild, and here it is still. So once the giant surrenders, if you can't talk to him, just save and load your game, and he can be talked to again. This should only need to be done once.

  • If you have a mod that modifies the vanilla bounty quests (like increasing or decreasing the value of the reward), this mod is probably not compatible. Let my mod sit lower than the other mod in your load order or consider uninstalling the other mod. My mod already offers configurable bounty rewards via the MCM of missives.

  • I've stickied a beautiful trouble-shooting guide (at SE Mod Page) for all possible compatibility issues in the comment section. Read it through before reaching out to me, please.


Acherones singlehandedly fixed the most annoying bug I had during development, I don't think I would have figured it out on my own. Huge thanks. For anyone curious: Jarls would send you to kill bandits that WERE already in dungeons, basically making you the headsman. Acherones talked to all the Jarls of Skyrim and convinced them to stop messing around and hire an executioner. Enough is enough!

Umgak + ForeverPhoenix for allowing me to forward their AllGUD fixes (no more random blackstar on your belt when you start the game!) Genius!

EpicCrab for hearing me ramble and giving some of his time to help brainstorm on a certain bug. (And also: for encouraging me to make mods!)

Giamel for providing meshes for the inventory heads. If you see them rolling away, you know who's fault it is!

Solracmgp for helping create Worldspace Missives patches!


It's been exactly one year now since I released my first serious mod, Skills of the Wild. I had no clue of modding when I started, but step bystep I've managed to build up quite a cool collection of immersion-related mods. I know I've said it before, but I hope I can take a break and actually enjoy the game soon haha. Don't worry though, I still have a couple of projects and updates in the works :)

I just want to say thank you to all of you for sharing your experiences, ideas, screenshots, stories, praise and criticism with me this past crazy year. Happy to be part of this community, and share this hobby with you. Hope this mod brings you a lot of joy and interesting adventures to your game.

If you are curious about my other mods, feel free to check my profile for more mods.