This made me wonder exactly what you could do with each Daedric Prince to make them insufferable.
Mora: Slower Dialogue. (Your mod.) Meridia: Louder dialogue. (Suggested by other comments.) Boethiah: "Fix" her quest so that her dialogue rings true. If you're detected during the clearing out of Knifepoint Ridge, the quest immediately fails and you don't get the Ebony Mail. Also, you must lead to the altar and sacrifice 2 additional companions. Clavicus Vile: Barbas walks 50-100% slower and you can't enter the next area for the quest until they are standing near the entryway. The Wait button is disabled during this quest. Hircine: The Companions questline requires double or triple the number of radiant quest completions before the plot progresses. Daedric quest is "fixed" so you can't obtain both the Savior's Hide and the Ring of Hircine. Malacath: Shagrol's Warhammer is no longer a Quest Item (although still required to complete The Cursed Tribe in the usual way), and weighs 1000 units. It cannot be "picked up" and held in front of you via manipulating its world model; it must be placed in your inventory. Mehrunes Dagon: The pieces of Mehrunes Razor are now in fixed locations once the quest starts. Specifically, picked from a pool of some of the longest and most grueling dungeons in the game. Bonus points for giving them a chance to spawn in a long dungeon in Solstheim. Maximum evil points for placing them in dungeons gated by other questlines story progression. Mephala: The Ebony Blade requires 6 additional kills for each upgrade to its enchantment. Molag Bal: Requires you to kill Logrulf 50~ additional times. Molag's looping voice lines get more and more distorted each time he repeats them. Namira: Ring of Namira's cannibalising effect causes you to stand still for an additional 10 seconds each time you use it. Nocturnal: She will only allow you to use the Nightingale Equipment and Powers after becoming officially recognised as Guild Master, meaning completing all of the Theives' Guild side jobs and fence jobs in each hold. Peryite: You require an additional 20 of each ingredient to "breathe deep, mortal." Sanguine: You suffer a permanent swimming screen and blurred vision (as if drunk) until the quest's completion. Persuasion checks in this quest automatically fail, due to you clearly still being sloshed. Sheogorath: The roads to each puzzle in the Wabbajack quest are extended by 30 times the previous length. Sheogorath's dialogue is 50% faster, just because I find Wes Johnson's voice being chipmunked funny. Vaermina: Double the number of cultists in Nightcaller Temple. Casimir is non-essential, and if he dies, the quest fails.
Just a bunch of quick, stupid ideas. No-one should ever implement these features.
68 comments
Voiced by Rosanne Barr.
let's appreciate every second we stand in Hermaeus presence
I understand now, I have seen the error of my ways
falll.... Asl-
Mora: Slower Dialogue. (Your mod.)
Meridia: Louder dialogue. (Suggested by other comments.)
Boethiah: "Fix" her quest so that her dialogue rings true. If you're detected during the clearing out of Knifepoint Ridge, the quest immediately fails and you don't get the Ebony Mail. Also, you must lead to the altar and sacrifice 2 additional companions.
Clavicus Vile: Barbas walks 50-100% slower and you can't enter the next area for the quest until they are standing near the entryway. The Wait button is disabled during this quest.
Hircine: The Companions questline requires double or triple the number of radiant quest completions before the plot progresses. Daedric quest is "fixed" so you can't obtain both the Savior's Hide and the Ring of Hircine.
Malacath: Shagrol's Warhammer is no longer a Quest Item (although still required to complete The Cursed Tribe in the usual way), and weighs 1000 units. It cannot be "picked up" and held in front of you via manipulating its world model; it must be placed in your inventory.
Mehrunes Dagon: The pieces of Mehrunes Razor are now in fixed locations once the quest starts. Specifically, picked from a pool of some of the longest and most grueling dungeons in the game. Bonus points for giving them a chance to spawn in a long dungeon in Solstheim. Maximum evil points for placing them in dungeons gated by other questlines story progression.
Mephala: The Ebony Blade requires 6 additional kills for each upgrade to its enchantment.
Molag Bal: Requires you to kill Logrulf 50~ additional times. Molag's looping voice lines get more and more distorted each time he repeats them.
Namira: Ring of Namira's cannibalising effect causes you to stand still for an additional 10 seconds each time you use it.
Nocturnal: She will only allow you to use the Nightingale Equipment and Powers after becoming officially recognised as Guild Master, meaning completing all of the Theives' Guild side jobs and fence jobs in each hold.
Peryite: You require an additional 20 of each ingredient to "breathe deep, mortal."
Sanguine: You suffer a permanent swimming screen and blurred vision (as if drunk) until the quest's completion. Persuasion checks in this quest automatically fail, due to you clearly still being sloshed.
Sheogorath: The roads to each puzzle in the Wabbajack quest are extended by 30 times the previous length. Sheogorath's dialogue is 50% faster, just because I find Wes Johnson's voice being chipmunked funny.
Vaermina: Double the number of cultists in Nightcaller Temple. Casimir is non-essential, and if he dies, the quest fails.
Just a bunch of quick, stupid ideas. No-one should ever implement these features.