Farlo Posted June 24, 2012 Posted June 24, 2012 Discussion thread:Dungeon Quest Awareness by Darkwolfn1Wiki LinkNifty mod that adds "(Quest - quest start location)" to any dungeon that's utilized in a major quest. I've done this a few times; where you stumble across a dungeon and clear it out only to discover later that a quest sends you back there. Hopefully this doesn't interfer with anything else since it should just be changing location names, but I've installed it with my new playthrough to test.
frihyland Posted June 24, 2012 Posted June 24, 2012 Good find, clearing out a dungeon before receiving the quest almost always breaks it so this is useful.
Bealdwine Posted June 25, 2012 Posted June 25, 2012 Excellent catch :) I'm a constant explorer rather than quest follower so this will be invaluable - a definite addition.
Staind716 Posted June 25, 2012 Posted June 25, 2012 I have been using this one for quite a while now and haven't had any issues with it at all. And haven't accidentally broken any quests by exploring either. :)
z929669 Posted April 10, 2013 Posted April 10, 2013 I challenge the inclusion of this mod into STEP. Nobody should know that a dungeon relates to an event in their future. This mod is an artifact of play style ... people that don't allow the RPG experience to flow along the multitudes of possible avenues designed by the game developers are thus not interested in "following the trail" laid for them so-to-speak. This is not intended by the creative writers of TES games, and is an artifact of a willy-nilly style of play (not that there is anything wrong with that ~JS). One's actions can open or close future doors that one may be ignorant of at the time. This is true in any reality.
WilliamImm Posted April 10, 2013 Posted April 10, 2013 Even though the TES seriers are as a whole are RPG games, there are strong elements of a wide-open sandbox style game present. Mod was meant for people who don't want to go to quest locations before they are "meant" to, but that does come within odds of the philsophy of a wide-open sandbox, or a RPG. Guess I can agree with z92 on this mod - not really that needed.
Neovalen Posted April 10, 2013 Posted April 10, 2013 The main purpose of this mod was to prevent bugged quests caused by the player clearing a quest area prior to getting the quest .
Kelmych Posted April 10, 2013 Posted April 10, 2013 The main purpose of this mod was to prevent bugged quests caused by the player clearing a quest area prior to getting the quest .Exactly. Skyrim doesn't prevent users from taking actions in dungeons that can ruin later quests. The mod isn't intended to be lore friendly as much as it intended to prevent quest bugs that Bethesda could have eliminated but didn't. I suppose we could submit all of these known quest bugs to the USKP team and that eventually we wouldn't need this mod, but that will take a while.
z929669 Posted April 10, 2013 Posted April 10, 2013 The main purpose of this mod was to prevent bugged quests caused by the player clearing a quest area prior to getting the quest .The true fix for this would be to add the logic to check the status of those dependencies and modify the quest. Alerting the user to the quest before ever receiving that quest is just as broken, IMO. How does every other open-world RPG handle this (e.g., Morrowind and Oblivion)? IIRC, it doesn't break anything really, you just wind up getting --and fulfilling-- the quest all in the same conversation (among other options). Lots of ways to handle it really, depending on the possibilities, but this mod takes the easy way out and breaks the game for everyone (most notably those that are actually role playing the game in the "correct" fashion).
z929669 Posted April 10, 2013 Posted April 10, 2013 The main purpose of this mod was to prevent bugged quests caused by the player clearing a quest area prior to getting the quest .Exactly. Skyrim doesn't prevent users from taking actions in dungeons that can ruin later quests. The mod isn't intended to be lore friendly as much as it intended to prevent quest bugs that Bethesda could have eliminated but didn't. I suppose we could submit all of these known quest bugs to the USKP team and that eventually we wouldn't need this mod, but that will take a while.... and this is the only reasonable solution, IMO. Users can choose to follow the available pathways of the game, or they can deviate and risk breaking a quest (which should not even be possible).
Omolong Posted April 10, 2013 Posted April 10, 2013 How does every other open-world RPG handle this (e.g.' date=' Morrowind and Oblivion)? IIRC, it doesn't break anything really, you just wind up getting --and fulfilling-- the quest all in the same conversation (among other options). Lots of ways to handle it really, depending on the possibilities, but this mod takes the easy way out and breaks the game for everyone (most notably those that are actually role playing the game in the "correct" fashion).[/quote'] Aren't there some quests already like that in Skyrim? I remember the quest to get the Dragonstone can be completed instantly if you already have it when Farengar tells you to get it.
z929669 Posted April 10, 2013 Posted April 10, 2013 Yep, that is my experience, so this mod must address some specific and clumsy quest breakers ... I'd prefer that we report those bugs and let the USPs get to them when they can.
Kelmych Posted April 10, 2013 Posted April 10, 2013 The main purpose of this mod was to prevent bugged quests caused by the player clearing a quest area prior to getting the quest .The true fix for this would be to add the logic to check the status of those dependencies and modify the quest. Alerting the user to the quest before ever receiving that quest is just as broken, IMO. How does every other open-world RPG handle this (e.g., Morrowind and Oblivion)? IIRC, it doesn't break anything really, you just wind up getting --and fulfilling-- the quest all in the same conversation (among other options). Lots of ways to handle it really, depending on the possibilities, but this mod takes the easy way out and breaks the game for everyone (most notably those that are actually role playing the game in the "correct" fashion).Previous Bethesda games handled this by either:not allowing you to enter an area until the quest was givengiving credit immediately if you had already solved the quest (as mentioned in another post)The reason for the problem is radiant quests. These provide better immersion by not having a particular quest always go to the same place; that was how it was handled in previous games. What Bethesda should have done, but didn't, was to have a quest area respawn when a new quest is given for that area (even if you had just been there), and to only add quest-special items and creatures/characters (and to open quest-specific portions of the quest area) when the quest is given. That way you couldn't affect another quest. That would have kept radiant quests from affecting "fixed" quests. Currently you can be solving multiple quests in the same dungeon (etc.). I don't have any problems with that, I only have problems with not "hiding/removing" quest-specific aspects of an area when you don't have the appropriate quest.
BahamutZ Posted April 10, 2013 Posted April 10, 2013 I am picky and this is spoilerish for me. I would rather a dungeon just have a checkmark to indicate it is quest related and not tell me where the quest starts at. I would rather find the location myself. I am sure it is helpful for some though.
Neovalen Posted April 10, 2013 Posted April 10, 2013 I don't like that its immersion breaking but at the same time don't want broken quests.
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