Overall changes of quests are following,
1. Give limited information by removing direct leads to main quest objectives.
2. Provide alternative methods of information gathering. There're two main active methods : asking around locals citizens or local merchants, following or staking out certain suspicious NPCs.
3. Make players to judge If gathered information is correct or not by mixing false informations.
4. Make use of tracker spell which allows you to track down NPCs for certain amount of time.
For example, Florentius will tell you what type of enemies(Bandits or Vampires) have kidnapped your friend and you can compare your knowledge of certain locations pointed out by locals or found out by staking out certain NPCs before actually storming them.
Most of initial informations will be provided either through quest objectives or quest journals. I highly recommend you to read them at least once.
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Details per each quest
MGR20 , MGR20B - Winterhold Urag's book fetch quest
Most ininital information will be provided in form of Urag's research note and these two quests have overall same structure, main difference being type of dungeons to search. MGR20 willl lead you against bandits, forsworn, vampires and warlock and MGR20B will lead you to any ancient undead, dwemer or daedric ruins or hagraven dungeons.
I took some liberty with detection method so any place having boss NPC with certain keywords to be detected. As long as modders adhere to correct keywords, the quests will theoretically take you to places like Bruma or elsewhere.
Urag's note will provide region, type of dungeons and enemies to expect and how to approach them. At first, The note will tell you to start by asking merchants or innkeepers around the said region and start by gathering information of anyother adventurers who came to find the book.
Merchant won't just tell you where they went. It'll cost you 250 golds per one merchant. You might want to pick their pockets for seal invoices they have or just go ahead with information you got.
After asking around, you'll be having 3 types of information : A correct information which leads directly to the book, A secondary lnformation which leads to other dead adventuers who had information to the book's location and lastly an outright incorrect one.
Remember to compare information gathered with Urag's note. While Urag asked you look out for bandits and warlocks, information from merchants might lead to Hagrave nests or Spriggan lairs. Merchants aren't scholars and what they know might not always related with the book.
MGR21 - Finding Shalidor's writing quest
As for 3.3 version, MGR21 gets new way of approaching objectives based on pickpocketing.
If new auxilary quest is fired properly, you'll get a letter from Urag which tells you about a mage under legal complication which no one is kin on talking about including even guards.
The letter will advise you to see If the guards of region where the mage is residing have any leads.
Like what Urag wrote , no one is kin on saying anything about the subject. So you'll have to pickpocket a letter which will lead you to one of bandit, warlock or Forsworn dungeons in the region, return back to the mage and offer to hand over those shady documents in exchange of information about Shalidor's writings.
I've tweaked detection for guards with the letter so players don't have to be frustrated too much. There'll be maximum 10 guards with the letter and you only need one. There'll always be at least 4 guards around castle, barracks, jail of the region with the letter though I couldn't find reliable way to make them stay around one location.
Anyway, If you secured just second letter from bandit, warlock or Forsworn hideout, you'll just get name of three locations. Two of them will be wrong and only one will lead you to Shalidor's writing.
If you secured all two of them both from the guards and criminals, the mage will give you name of four different locations. One of them will be having Shalidor's writing, another one will be outright wrong information and two of them will be containing information leading to the writing.
This method is entirely optional as you can just opt to bruteforce purge of all dungeons to find the Shalidor's writing and even If the aux quest itself can't be fired, main quest itself will remain unhindered.
There's still no restrictions in terms of dungeon detections. Any dungeons with correct reftype can be used.
MGR20 , MGR20B AND MGR21 - They can be cancled.
MGR20s quests are about books so I thought it doesn't make any sense making players forced to be stuck with the quests.
So I've made it possible for players to cancle quests they've got and pick up new one in case they don't want to stuck around finding a single book for weeks or even months.
You can abandon any of these three by talking to Urag and immediately pick up new one, making it much easier for players to make plan.
CR01 - Aela's 'Animal Extermination' quest
Initial information will be region of the beast is active and one of many places attacked by the beast. The beast itself will be always named 'Intruding Beast' for clarity's sake and have massive bonus in health and speed.
You'll be advised to find local hunters from inns, temples and barracks of the region who've gathered to hunt down the beast. Those hunters will provide information about locations attacked by beasts with cost of 50 golds or outright ignore you.
As for the beast, quest journal will tell you it attacks those places only during night. You can do stake out in one of those places but remember that the beast is very fast and very aware of you.
If you get closer within 40 meters, you'll immediately trigger flight behavior. If you're going to go for an ambush, make sure you come up with measures have massive damage with long range or slow it down with ice runes or other spells.
Alternatively, you can conduct full-scale sweap of every spriggan groves and animal dens of the region. It's one of few quests where outright scorched earth tactic is viable and recommended since there're not much animal dens or spriggan groves out there.
However, to compensate for this, I've made the beast to immediately abandon its lair and make run for one of its hunting grounds where it was spotted by local hunters.
If you manage to catch up with it, the beast will make its last stand where It fled.
As of this moment, the last stand will be made at ALWAYS fixed location which is some type of cave told by local hunters. I'm thinking about diversifying it but not until doing several more play-test with this quest in different holds and worldspaces.
CR07 - Vilkas' 'Escaped Criminal' quest
This is one of the most simple quests. You'll be told of name of region the criminal is wandering around.(If it's not Skyrim mainland, Riften line will play out. In such case, look up quest journal.)
Unlike other quests' objective NPCs, this criminal won't have any flight or conditional evacuation AI packages.
The target will visit one of towns(NOT Cities) within certain region, starting from one of bandit camps in the region where his or her boss is living.
When you find that criminal than you can follow it to its home and take out the criminal and the boss as well then It's mission accomplished.
Alternatively, you can start attacking bandit camps first. Once you hit right place, You'll find a letter left by the escaped criminal which mentions the town he or she's visiting.
Mixture of both approach is recommended. You can narrow down possible towns and routes to stake out by taking out some of bandit camps in certain part of the region.
CR08 - Vilkas' 'Rescue Mission' quest
This is one of five most complicated quests.
Quest journal will tell you a region the hostage is held captive and broad range of enemies to persue : Bandit, Forsworn, Hagraven, Vampire and Warlocks.
Also, the journal will tell you to find a courier who must be working for kidnappers in negotiation process. You can actually find the courier in one of cities and towns OR you can once again ask around locals for information.
This time you'll be asking around If locals know any criminals recently engaged in ransoming operations. Locals will either ignore you OR give you name of dungeons OR a location of said courier pinpointed with quest marker.
NPCs who'll provide you with information will be selected If they're unique and non hostile NPCs(Mostly, NPCs with names) who live in the region where kidnappers are operating. Childrens are going to be filtered out as well and members of any guild, residents of player houses and residents of any castles are going to be filtered out as well.
Overall, there'll be maximum 5 people who give you some viable informations. You'll have to see which informations matches types of enemies kidnapping and ransoming people before hitting one. Spriggans don't ransom people nor Falmers.
On the otherhand, The courier will tell you nothing but locals will tell you the courier gets certain shady customers so you'll have to stake out for that shady customer.
A hunter will visit the courier and return to its home in one of dungeons mentioned by locals. However, you won't know its exact location thus you'll have to follow he or she without triggering ambush(You'll be lured to one of fake locations) or flee behavior.
The hunter will lure you to fake locations if you get too close to or the hunter is engaged in combat by someone. If he or she was engaged in combat or lured you to one of fake locations, I advise you to get a kill of the hunter in context of information you gathered from local populace.
Killing the hunter will give you information of a single preplanned ambush location but not all of them.
So If you see the hunter entering some place, consult your map and your information before hitting it. If you can't rule out all the potential false informations, it might be better for you to allow the hunter to live and resume his or her courier run tomorrow.
DLC1RH04 - Dawnguard's 'Hunting the Monster' quest
This quest is overall the same with CR08 in terms of approach and structure. Initial interrogation is the same with vanilla but after you learned of the vampire's whereabouts, you'll be recommended to gather information like in CR08 but this time from innkeepers and merchants , not just normal citizens.
Like CR08, you'll learn of potential dungeons and location of an inn where suspicious person visits regularly IF the region of the quest is running has an inn.
Like CR08, that person will have similliar AI with the hunter of CR08. It'll make trip between the inn and his or her boss. It'll lure you to fake location if you get too close. It'll flee to fake location if It's engaged in combat with anyone.
Overall, there'll be maximum three people giving you viable information.
DLC1RH06 - Dawnguard's 'Rescue' quest
This is quest is very much the same with CR08 as well. There're two differences : First, Florentius tells you where to look after. He'll tell you If the vampire is working with either bandits or warlocks. This is vanilla thing and I didn't bother include it to any quest journals intentionally. You'll have to write down what type of enemy you're up against.
Second, there're maximum 3 locals who'll give you actually viable information. They'll give you overall name of 5 dungeons and an inn to stake out.
Because Florentius tells you what types of dungeons to look after, this quest is considerabley much more easier to filter out potential fake intel so narrowd down people who'll give you information while widening potential pool of people to go around and ask for intel.
DLC1RH01 - Dawnguard's 'Hide and Seek' quest
This is the most complcated quest. At this quest, you'll be directed to an intel report in Isran's room and the report will outline general behavior of the target.
The target is disguised as normal citizen and uses a town or any sort of habitation as hunting ground during night or when It rains or snows. The name of said hunting ground will be only known location as of initial quest startup.
The target will immediately use invisibility potion when anyone seems to have combat capacity(I mean whenever player gets close) approaches it and move to preplanned safer grounds.
If you visit hunting ground while the target is there, It'll move to another settlement which is used as middleground and daytime shelter.
If you visit that particular middleground settlement, It'll move to its actual base of operation which is one of warlock or vampire hideouts within the region.
As for middleground, It'll never be an inn or guild, castle, jail, player house due to obvious reason of avoiding illogical and awkward situations.
It'll be someone's store or private household which'll be impossible to catch it at its actual shelter in time. You'll have to be aware of potential destinations and formulate interception plan for each settlements.
Launching preemtive strikes in some of vampire or warlock hideouts to rule out potential routes can be viable course of action in this case.
As for its actual base of operation, You'll find another vampire dubbed 'Clanlord' and dungeon's boss chest will contain an information about the target's middleground shelter.
You'll have to kill both clanlord and disguised citizen in order to complete the quest.
DLC1RV02 - Volkihar Clan's 'Culling the Beast' quest
DLC1RV04 - Volkihar Clan's 'Protect the Bloodline' quest
These quests will be overall the same with vanilla with minimal modifications compared to other quests. Like Florentius, quest giver of these quests will tell you types of dungeons to look after and give you name of region to start searching.
As for now, I'm planning somewhat more complicated approaches similliar to DLC1RH06 but nothing concrete yet.
Detailed and Recommended Approaches For Each Quests
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