Skyrim Special Edition
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veti

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veti

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About this mod

Fed up with being the only one who can get anything done in Skyrim? Well, help is here. Select your least-favourite quests from the configuration menu, and they'll be done by Another Adventurer, without you having to lift a finger.

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What it's about

You know how it is when you start a new game, itching to try out this new adventure/overhaul/quest that someone told you was so cool? And before you know it, your journal is full of the same old garbage you've seen a dozen times before.
  • "Have you seen a dog out there?" - what is this, a scavenger hunt? I've got better things to look for.
  • No, I'm not going into an abandoned house with you, you pervert.
  • Oh all right, I'll look for your murderer, it's not as if the city has guards who are paid  for this sort of thing...
  • "A NEW HAND TOUCHES THE..." - AARGH!

There are other mods that make replaying a bit more bearable. Honourable mention to The Choice Is Yours, and Timing is Everything. But even with both of these, I find myself far too often having to choose between unheroically ignoring the cries of the innocent, being downright rude to people asking for help - or committing another hour of playtime to the same tedious make-work I did the last 20 times...

This mod changes that by letting some other adventurers - unknown and unseen by you - do something useful, for a change. Select quests you haven't started yet from the MCM menu, and before you can say "that's handy!" - they'll all be done, problems solved, quest-givers satisfied, without involving you at all. The quest-hooks will never trouble you, and the quest will never show up in your journal. Leaving you free to focus on - whatever it was you started this character for.

For each quest, I've tried to make the minimum changes in the world to make it seem as if it's been done. You'll get a notification that the quest is done (in most cases - there are a few exceptions), but nothing appears in your journal (hey, it wasn't you that completed it), and of course you won't get any rewards from it.

(Exception: if you have a mod that awards skill points or other bonuses for completing quests, that effect probably will be activated. In that case, I suggest suspending the quest rewards in the other mod before using this one. You can re-enable them afterwards, of course.)

Update:


A couple of users have reported issues with the wrong quests being skipped. This is a rare issue, I haven't been able to reproduce it, and many other users have reported it works as intended. However, version 2.1.1 contains a change intended to fix it. See "Posts" page for more information.



Compatibility & Load Order:

There are no changes to most of the vanilla quests. A patch will probably be needed if you have a mod that alters:
  • "First Lessons" (the Mages College starting quest)
  • "Laid to Rest"
  • "March of the Dead"
  • "The Final Descent"
Please let me know if you find any incompatibilities.

These issues can probably be resolved by adjusting your load order. If you want to skip those quests, make sure this mod loads after any other mod that adjusts them. if you don't want to skip it, load it before the other mod. In general, I would suggest putting this mod fairly high up (i.e. early) in your load order.

There is a minor (known) conflict with 'Skyrim Reputation'. It won't break your game, and no-one will start attacking you on sight (at least not on this basis), but you may have a few reputation points you didn't earn. I did intend to patch this, but it turns out to be more complicated than I thought. For now, you can take it that a small part of your reputation reflects the actions of adventurers-as-a-whole, rather than just you.


Quest selection:

I've given priority to those whose hooks are (in my opinion) most intrusive/hardest to ignore without feeling like a heel. If you have any anti-favourites you'd like to see added to the list, I'm listening.

Note that you can't skip a quest once you've started it. (Meaning, generally, once it or its hook has appeared in your journal.) So act early.


Installing:

Should be straightforward, using your mod manager of choice. There's just a single plugin, and the scripts to go with it. Can be added to an existing save.


Uninstalling:


If you uninstall the mod mid-save, any quests you have opted to skip will remain skipped. The only way to reverse that would be to reload a save from before you chose to skip the quest.

In general it is not a good idea to uninstall a mod mid-save. (In this case - some triggers that are connected to quest hooks will be re-enabled. So, e.g., you might start to see Afflicted refugees, Alik'r warriors, etc. again. Worst case, if you've skipped 'Blood on the Ice', its starting scene might still activate, but it will be impossible to complete because the killer has been deleted from the game.)


Upgrading from a previous version:

From version 2.0 on, this should be safe. (That is, you can upgrade from 2.0 to 2.1 to 2.1.1 and so on.) Don't try to upgrade from 1.x to 2.x.


Q&As:

"So, can you send your followers to do quests for you?"
No. The quest is done by someone you've never met and will never meet.

Moreover, it's done before you've even heard of the quest, so the idea of you "sending" someone to do it doesn't make much sense.


"But wouldn't it be neat to send followers out like that? They could --"
Possibly, but the answer is still no. It would add lots of complexity to the mod - a new resolution version that has to somehow interact with the original quest and make it resolve - and update your journal - correctly, for each quest. And dialogue for the followers, and patches for each custom-voiced follower...

Most mods add complexity to the game. This mod aims to reduce the complexity that's already there, giving you more space and time to enjoy the others.


"Can I at least get the cool artifact from the quest?"
No, that's lost forever. Assume the other quester promptly leaves the country.

Why? Because there are a whole lot of mods that make changes to those quest reward artifacts. If I try to, e.g., add the artifact to a merchant's inventory somewhere, it will be incompatible with all those mods.

Besides, it's only fair - if you don't do the work, you don't get the reward.


"What about NPCs relating to the quest, what happens to them?"
Varies from quest to quest - in general, when you hover over a quest on the menu, the information text will give some hint as to what happens.

When an NPC only exists for this one quest (think Aranea, Erandur), they're simply deleted from the game. Maybe the other adventurer killed them, maybe she took them as a follower, or maybe they just wandered off. Assume whatever makes you happy.

When an NPC has to die for a quest to complete (Yamarz, Movarth), they're dead.

In most other cases, there are no changes to the world, except that plot hooks (e.g. 'Afflicted' refugees, Boethia cultists) stop spawning. Any NPCs who are tangentially related to the quest (e.g. all the people you speak to during "A Night to Remember") are not affected in any way.


"Are there any other consequences I should think about?"
Yes, absolutely.

If you don't do the quest, you won't get favour points for it. This might make it more difficult to become a thane. (In the case of "Laid to Rest" and "The Man Who Cried Wolf" it may be impossible to become a thane, because these quests are supposed to establish you in the jarls' eyes - if you don't do them, the jarls will never come to trust you.)

Also, some quests give access to rare resources, apart from the unique rewards. For instance, "Waking Nightmare" and "The Black Star", between them, contain more than half of all the (guaranteed) daedra hearts available in the vanilla game. If you have a need for daedra hearts later, you might regret skipping these.

Just - think about how you want this playthrough to go.