Readmes The Choice Is Yours README


THE CHOICE IS YOURS
Fewer Forced Quests, More Relevant Choices - Stop Quests from Starting Automatically

Version: 1.3
Author: kryptopyr
Released: 08-29-2012


Description
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Pursue the quests you want, ignore the ones you don't. Make your choices matter.

This mod is an attempt to stop random greetings, comments, and rumors from triggering quests, as well as having forced encounters with NPCs automatically trigger the start of a quest. Now those quests won't be activated unless YOU decide to pursue them.

In addition, there are times when you are given a choice to refuse a quest, but the quest will automatically start regardless of your decision or you are forced to agree to do a job before hearing the details...no longer. Now quests won't start until you agree to them.
When possible, I'm also attempting to add more options that will allow a player to decline quests or resolve them in different ways (there are currently only a few quests where I've done this. I'm hoping to add more in future updates).


Additional Information
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Once you have actually initiated the quest, in most cases it will run just as it did before, including all the vanilla quest markers and journal entries. In a few cases, where I have changed some aspect of the quest, I have noted it below.


Credits
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Thank you to Thenryb and AlturDrake for all the time and effort they've put into helping me test this mod.



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ALTERED QUESTS
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This is a list of all the quests that this mod alters and the way in which they have been changed. If a quest isn't listed here, then this mod doesn't alter it.


Faction Quests
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DARK BROTHERHOOD
Hearing rumors about Aventus will no longer trigger the quest. Removed rumors from innkeepers who were not in Windhelm. To trigger quest: Speak to Aventus.

CIVIL WAR
The quest will no longer start when you're greeted by soldiers or talk to Hadvar or Ralof, etc. You'll still hear the same dialogue and greetings, but the quest will not start and you will not get the journal entry "Join the Stormcloak Rebellion," or "Join the Imperial Legion." I have also made it possible for the player to talk to Ulfric & Galmar and Tullis & Rikke...you can listen as they will describe what you have to do, and the quest will only start if you accept the mission. If you say you aren't sure, the quest won't start. If you agree to complete the mission, or if you go ahead and complete the mission (regardless of whether you refused it or not), then the quest will progress as normal.

BARD'S COLLEGE
Talking to an Innkeeper or Bard will not trigger the quest to visit the Bard's College. To trigger quest, speak to Viarmo.

COLLEGE OF WINTERHOLD
Random comments or inquiries about magic will no longer trigger the quest. Talk to Farlda to trigger the quest.

COMPANIONS
Hearing comments or rumors about the Companions will no longer trigger the Companions quest, nor will talking the Aela when they are out killing a giant. To trigger quest...speak to Kodlack.

THIEVES GUILD
Talking to Maul will no longer prompt the player to "Talk to Brynjolf about joining the Thieves Guild."


Daedric Quests
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AZURA - THE BLACK STAR
Hearing rumor about Azura's Shrine will no longer trigger quest (you won't get a journal entry, however you will still get a map marker). To allow for a response more appropriate to various character types, I changed the quest refusal dialogue to "I'm not Azura's champion." It had previously been "I'm not anyone's champion."

HIRCINE - ILL MET BY MOONLIGHT
You can now speak to Mathies without initiating the quest. You can also talk to Sinding and hear his story. The quest will not begin until you have specifically agreed to help Sinding.

MEPHALA - THE WHISPERING DOOR
Hearing rumors about Balgruuf's children will no longer trigger this quest. To begin the quest, speak to Balgruuf about his children (after you've heard the rumor).

CLAVICUS VILE - A DAEDRA'S BEST FRIEND
The guard outside Falkreath will still approach you, but he will no longer trigger the start of the quest. The quest will only begin if you talk to Lod and choose to accept the quest. I also added a refusal option, so you can speak to Lod and still refuse the quest. If you do accept the quest from Lod, you can then find the dog and successfully complete the quest for Lod, while also having the option to either accept or refuse the quest for Barbas. You can talk to Barbas and get the details of his situation before committing to the quest. The daedric part of the quest will not start until you agree to help Barbas. You will still get a map marker for the shrine even if you refuse to help Barbas. If you change your mind and want to start the quest later, you can find Barbas at the shrine.

SANGUINE - A NIGHT TO REMEMBER
When Sam challenges you to a drinking contest, the quest will no longer start until you have actually agreed to accept his challenge.

SHEOGORATH - THE MIND OF MADNESS
Rumors about a man wandering the streets of Solitude will not initiate the quest.

BOETHIAH - BOETHIAH'S CALLING
Reading the book "Boethiah's Proving" or encountering a cultist will not start the quest (it will, however, still give you the map marker to the shrine). You can find the shrine and speak to the Priestess, without automatically triggering the quest. The quest will not begin until you have agreed to complete the task she gives you. If you refuse the task and kill the cultists, you will be given 4 new options when speaking to Boethiah... Accept the quest (this begins the quest), Refuse the quest (nothing happens...the quest does not start, and you can return to complete the quest later if you change your mind), and two options to reject Boethiah completely (which will lead to alternate routes to complete the quest...you will not receive the Ebony Mail and can never return to finish the task for Boethiah).

MEHRUNES DAGON - PIECES OF THE PAST
Receiving news or reading the pamphlet about a museum in Dawnstar will not trigger the quest. You can now also talk to Silus and view the museum without automatically beginning the quest. You can listen to his job offer before deciding whether or not to help him. The quest will only start once you actually agree to bring him the fragments. I've added 3 new dialogue options to this quest...2 acceptance options, and 1 refusal option. If you refuse, you can return at a later point to start the quest.

MOLAG BAL - THE HOUSE OF HORRORS
Rumors about a witchhunter in Markarth will not initiate the quest.

NAMIRA - THE TASTE OF DEATH
Rumors about the Hall of the Dead in Markarth will not initiate the quest. To trigger the quest talk to Brother Verulus

PERYITE - THE ONLY CURE
Encountering afflicted doesn't start quest. To trigger quest, talk to Kesh.


Other Quests
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THE HEART OF DIBELLA
Rumors about Delgaine the beggar in Markarth will not trigger the quest.

THE FORSWORN CONSPIRACY
Eltrys will still run up and give you a note. This triggers journal entry to read note (which should disappear once you've read it). However, no additional journal entry will appear. In addition, you now have to meet him at midnight. You can meet him and hear him out without receiving the quest. Only if you agree to help him will it trigger the quest. I've also made a few other changes to this quest. Eltrys will no longer wait indefinitely for you at the Shrine. He will now only appear there for a little over an hour each night. If you don't show, he will go back to the warrens and he will work at the smelter during the day. At any point you can continue the quest by meeting him at midnight and talking to him. In keeping with the secretive nature of the quest, I've also added conditions to the dialogue further along the quest...you can no longer discuss the conspiracy with Eltrys in broad daylight. Meet him at night to discuss the problem.

THE BLESSINGS OF NATURE
Being told about the Gildergreen no longer triggers the quest. The quest is not triggered until you have spoken to Danica and actually agreed to help her. I also added a "Sorry, I can't help you now" dialogue topic to refuse the quest.

DUNGEON DELVING
You now have proper options to accept or refuse the item retrieval quests given by Oengul and Roggi. Before you would receive the quest just by asking them for more information. Now you can talk to them without automatically accepting their quests.

RISING AT DAWN
Rumors about Falion in Morthal will not trigger the quest. You can talk to Falion and the quest will not start until you specifically tell him that you are looking for a cure.

SOLJUND'S SINKHOLE
Perth telling you that the mine is closed will not start the quest. The quest will not start until you agree to clear out the draugr. You can return later to complete this quest. There were actually additional dialogue options already available for this quest, which weren't properly connected and therefore never appeared in game. I've corrected this, as well as fixing Perth's package conditions so (after initial encounter) he isn't stuck constantly standing guard outside the mine day and night.

IN MY TIME OF NEED
Being approached by the Alik'r will no longer trigger the quest.

THE RAID / SUPPLY & DEMAND
Helping Wujeeta with her problem will not automatically trigger the start of the quest. To start the quest, you'll need to question Wujeeta about her source. Once you've reported your discovery to the Jarl, you have the option to refuse to pursue it further...choosing this option will remove the quest from your journal (you can choose to return to complete it later). Later in the quest, you once again have a choice to refuse the Jarl, choosing the refusal dialogue will again remove the quest from your journal.

LIGHTS OUT!
Rumors about Jaree-Ra will no longer trigger the quest.

THE MAN WHO CRIED WOLF
Rumors about Varnius Junius will no longer prompt the player to "Head to the Solitude Court."

THE CHALLENGER (WIZARD'S DUEL)
This quest will no longer show up in your journal. Having this event even show up as a quest just seemed odd and would occasionally create a bug leaving the objective forever in your journal. Besides, why do you need a quest objective to tell you to kill the person attacking you?
I've also adjusted the conditions so this encounter will only get triggered if the player's Destruction skill is >= 50 (previously it would trigger when the player reached 50 in any school of magic).

FROSTFLOW LIGHTHOUSE
Finding a body inside Frostflow Lighthouse no longer triggers this quest. The single journal entry associated with this quest wasn't really necessary or useful. The "quest" still exists as before, but it's now left to the player to determine whether or not to investigate the murders.

MOSS MOTHER CAVERN
Hearing a rumor about a missing hunting party will no longer automatically trigger the quest; you now have the option to accept or refuse the quest. Also, once you heal Valdr, you now have a dialogue option to refuse to help him further.

LAID TO REST
Hearing rumors about the burned house in Morthal will no longer trigger the quest.

THE WHITE PHIAL
You now have the option to ask more questions about the phial and it's importance before committing yourself to retreiving it.

A LOVELY LETTER
There are now options to refuse the letters when they are offered, thereby refusing the quest. Also, if the player is married to Camilla prior to starting the quest, then the quest will no longer appear at all. If the player is married to (or friends with) Camilla, and the quest has already been started, then an additional dialogue option will appear to tell Sven or Faendal that Camilla is with the player. This option will stop the quest and remove all related objectives from your journal. Also, the player will no longer hear the rumor related to this quest once the quest has finished or if any of the starting conditions for the quest cannot be met.

A RETURN TO YOUR ROOTS
Simply harvesting Crimson Nirnroot will no longer trigger this quest. To trigger the quest, find and read Sinderion's Journal.

MISSING IN ACTION
Talking to Fralia won't automatically start the quest. Also, if you agree to help out Fralia, she won't immediately return to her house. Instead, the player needs to visit the house at night in order to discuss the quest with her. The quest can also be triggered by talking to Avulstein.


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