For those who want a quick and clear understanding of what this mod does — this post is for you.
"Parenthood" is a roleplay-focused mod about responsibility, parenting, and shaping your child into a full-fledged individual.
It doesn’t add radically new systems, but instead builds upon existing Skyrim mechanics to create a deeper narrative experience.
The mod has both good and bad endings, and is divided into three major life stages for your child.
Reputation System
- Children now have their own Reputation system that reflects their trust in the player.
- To maintain high reputation, the player must visit the family home at least once per week.
- Being absent for over 7 days reduces your reputation.
- If reputation drops below a certain threshold, the child will run away.
- You can find and return them within one week.
However, their maximum trust level will be permanently lowered, increasing the risk of a bad outcome. - If the child runs away a second time — they are gone for good, and the bad ending path is triggered.
Interest System
Children develop interest points in one of seven professions:
- Bard
- Soldier
- Mage
- Priest
- Hunter
- Scholar
- Thief
- Gifts (existing vanilla Skyrim items) relevant to each field
e.g., Spell tomes for Mages, Dwemer artifacts for Scholars - City of residence
e.g., Riften boosts Thief interest; Solitude boosts Soldier - Home additions (Hearthfire)
e.g., Armory adds Soldier points; Library adds Mage/Scholar - Spouse or steward profession (if Hearthfire is installed)
If the child chooses Soldier or Priest, their affiliation depends on region:
e.g., in Whiterun it may be Kynareth; in Windhelm — the Stormcloaks.
- On Day 70, the child grows up (new model is applied), and all Interest points are tallied.
- If reputation is high:
- The child will ask for the player's advice when choosing among the top 3 professions.
- The child will ask for the player's advice when choosing among the top 3 professions.
- If reputation is low (especially if a runaway event occurred):
- The child will refuse to speak to the player.
- Your spouse may hint that the child is involved with dangerous people.
- You may try to convince them to come back.
- This launches an extra recovery quest:
- You must restore their trust through weekly visits.
- Missing two weeks in a row will cause them to run away permanently.
- If successful, the child will resume speaking and declare their chosen path.
- Once a profession is chosen, the child now only needs monthly visits.
- However, each week they will send a letter requesting an item to help with admission.
- The player can:
- Deliver it personally;
- Send money;
- Ignore the request.
- The player can:
- There are 10 total requests:
- Each fulfilled request increases the admission success rate by 10%.
- Hiring a tutor (suggested by your spouse) can also boost the chance.
- If the player has already completed the faction storyline relevant to the child’s goal:
- You can pull strings and speak to the examiner for automatic enrollment.
- Example: If you're Archmage, you can get your child into the College of Winterhold.
- If the child fails admission:
- You can convince them to try again (reset the stage),
or ask them to stay home (grants a permanent regen buff to the player).
- You can convince them to try again (reset the stage),
- If the child succeeds:
- They will appear in the corresponding location (College, barracks, temple, etc.)
- You can recruit them as a companion, based on their profession.
- Being near your grown child grants a passive regeneration buff to health and stamina.
Bad Ending
- If the child ran away during childhood:
- After 70 days, you may find them at a bandit camp.
- They will be hostile on sight and attack you.
- If the child ran away during adulthood:
- Based on location and Interest points, they will join one of the dark factions:
- Dark Brotherhood
- Cultists
- Necromancers
- Vampires
- If the civil war questline was active, and the child had interest in military life,
they may join the opposite faction from the player.
- Based on location and Interest points, they will join one of the dark factions:
- The player will experience:
- Two assassination attempts from mercenaries sent by the child;
- A third and final encounter, where the child comes to kill you personally.
- During the fight a combat debuff reduces the player’s stats, making the battle more difficult. After killing your child you receive a permanent debuff, increasing all incoming damage. This represents the emotional weight of your actions — a burden you will carry for the rest of the game.
1 comment
The more I am following and wishing you all the success possible. For the 10 years or longer fan base that have LIVED more in Skyrim than elsewhere(wyr) for the last decade... This comes as a breath of life to our roleplaying. A mod that we all have wanted, but could never think of or dream to put into reality (our reality).
Thinking this may make me play Skyrim for another 10 years or so longer. And my attempt at a 10,000 hour long save even more plausible and more and more likely to happen sooner.