Skyrim Special Edition

File information

Last updated

Original upload

Created by

Dum and Dummer

Uploaded by

uijk718293

Virus scan

Safe to use

Tags for this mod

About this mod

No more brainlessly following markers. EARN YOUR OBJECTIVES.

Permissions and credits
For a long time, quest design of most radiant repeatable quests seemed... pointless. It becomes painfully obvious there's no actual stories or characters to it and gameplay is even worse since It's all just following quest markers.

So I've tried to overhaul some radiant quests by changing how players are supposed to reach objectives.


1. Overall changes are following :

  • Always provide limited information toward real quest objective. This includes removing quest markers.
  • Provide other methods of apporaching quest objectives : Staking out certain choke points, Tailing some people, Talking to other people for informations and sometimes even pay for informations, Narrowing down search efforts with player knowledge of locations and others, a unique spell capable of tracking down NPCs with certain restrictions to manage
  • Provide some targets with ability to elude player instead of just fighting : Invisibility, Outright speedboost for effective fleeing, Roaming around only in certain time or weather, Multiple unknown extraction spots for the targets.
  • Increase reward for modified radiant quests as they are considerabley more difficult
  • Make it possible to cancle some of radiant quests

As for details of each quests, read this article.

This mod isn't exactly for someone new to Skyrim. Vanilla Skyrim itself is overwhelming to new players.

Also, It could be less than polished compared to other normal quests due to limitation of quests being procedurally generated.

However, If you're looking out for some challenge, this mod would suffice to turn radiant quests from brainless marker following to actual challenge to overcome.


2. Recommended Mods

Missives , The Notice Board , Sidequests of Skyrim : These mods plug a gap on player choice of quests by providing less demanding local radiant quests, while my mod covers more broad radius of locations. I recommend these mods to be installed for optimal experience.

Super Fast Wait Menu SE : As several quests require player to wait and intercept certain NPCs, waiting in one place is fairly mandatory and vanilla 1 hour waiting can lead to miss a target.

I've tested several other waiting system mods which provides ability to wait several dozen minutes and this mod alone reliably updates AI packages.

It's effective in only limited situations. I recommend using the tracking spell system for less hardcore experience.



3. Compatibility

This mod directly modifies multiple vanilla radiant quests(Not any actual side quests which just use radiant systems but only repeatable procedurally generated ones) and some dialogues, leveled lists etc.

Because of this, this mod MUST be placed on the lowest possible in any load order.

Also, this mod doesn't interfere with other radiant quest mods like Notice Boards or Missives since they only create new radiant quest systems. Mine changes existing vanilla system.



This mod is not performance heavy and will not cause CTD. Vast majority of change is handled by quest aliases and story node events and only one or two NPCs are added per quest.

However, due to nature of procedurally generating quests, some quests might be janky and unreliable, especially in regions added by mods(And yes, I didn't limit quests to be generated only in Skyrim). I've tried to minimize problems by setting up more strict quest alias and story node event conditions.


There's one minor imcompatibility with Headhunter mod which modifies identical single vanilla script of BQScript. My modification is minor reward change so you can overwrite Headhunter's script anytime. To reduce confusion, I've moved BQScript file as optional files section.




4. Installing mid-game

Installing this mod while having one of quests affected by this mod active might result in those quests rendered impossible to complete. It's not massive problem since radiant quests are designed to be reset and repeated countless time. I highly recommend to complete them first before installing it.

Due to how quest resets work, this still can lead to problem, I now recommed you to complete only main objectives of these quests instead of entirely completing quests itself.

Kill/Find/Rescue something and DO NOT TALK TO QUEST GIVER FOR REWARDS. Talk to them AFTER installing this mod.

List of affected quests

MGR20 , MGR20B - Winterhold Urag's book fetch quest

MGR21 - Finding Shalidor's writing quest

CR01 - Aela's 'Animal Extermination' quest

CR07 - Vilkas' 'Escaped Criminal' quest

CR08 - Vilkas' 'Rescue Mission' quest

DLC1RV02 - Volkihar Clan's 'Culling the Beast' quest

DLC1RV04 - Volkihar Clan's 'Protect the Bloodline' quest

DLC1RH01 - Dawnguard's 'Hide and Seek' quest

DLC1RH04 - Dawnguard's 'Hunting the Monster' quest

DLC1RH06 - Dawnguard's 'Rescue' quest

As long as radiant quests are made to be reset just once after installing the mod, you won't encounter any more problem.

Instead of glitched out quests, It'll properly find and fillout valid quest aliases OR the quest won't start at all If there's no valid locations to make use of.

Check out this article and make use of console commands in case you're getting bugs. All of these console commands are one-off measure. Once the quests are allowed to be reset, the game itself will handle quests alright and you won't need these commands.







5. In case of weird moments.....

Due to nature of radiant system itself, I can't ensure flawless experience. Sometimes hostage of rescue mission might be clipping inside boss chest of certain dungeon. Not all of them are bugs. It's just unavoidable wierdness of Skyrim's engine or intentional trade off between seamless gameplay and more broad and variable quest structure.

Also, It is possible auxilary quests MAY NOT START UP AT ALL. This is inevitable side effect of making use of considerably larger number of locations.

This can happen when mod-added regions don't have enough number of dungeons, towns, cities or inns. This is not always the case for all the new land mods since Skyrim modding community generally adheres to keyword rules very well but still can happen with old mods like Falskaar which curiously uses custom keyword system.

This can be annoying, yes, but I can't possibly come up with perfect detection systems for every possible new lands mods out there.

Also, certain vanilla holds might be unable to host certain quests entirely because they don't have enough dungeons needed for those quests. For example, Winterhold will never have Aela's quest because that place has zero spriggan groves or animal den.

I've tried to avoid such situations as much as possible but there's still limit and potential oversight.

So, If the auxilary quests don't start up while main radiant quests are active, don't panic and report back to me on bug section.

I can't guarantee perfect solution but I may be able to figure out something or at least make documentation here for people to share.