You are not allowed to upload or distribute this file on any other website or platform. You are not allowed to use the assets included in this file without permission from the author. You are not allowed to package this mod as part of a mod collection. You are not allowed to use assets from this file in any mods/files/collections that are being sold or distributed for money.
You are allowed to create compatibility patches for this mod as long as the patch requires that the user download the main file from this page in order to work.
Snipey360 and RhaellaStark have been granted permission to port this mod to console and upload the Xbox version to Bethesda.net.
TRANSLATIONS If you wish to translate this mod into a language other than English, your translation MUST require that the user download the original file from this page in order to work. You have permission to upload and distribute, on nexusmods.com, only those portions of this mod that are required for the translation. Do not post translations on additional platforms or websites without written permission from the mod author. You are NOT permitted to release any stand-alone translations that would work without the user first downloading the file from this page.
For questions or to seek additional permissions, contact the author at [email protected].
File credits
Thank you to Teabag86 and Rusey for helping update the Legendary and Special Edition versions of this mod. Thank you to DrMonops, Thenryb, and AlturDrake for helping to test this mod.
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Translations
Ukrainian
Turkish
Spanish
Russian
Portuguese
Polish
Mandarin
Italian
German
French
Translations available on the Nexus
Language
Name
MandarinAuthor: kryptopyr - translated by JerryChanR
Added a script to support some forthcoming patches.
Version 2.6
Forwarded several changes for consistency with the current version of USSEP (4.2.8).
Version 2.5
Fixed a typo in script QF_FreeformSoljundsSinkholeA_0006136B.
Version 2.4
Added a fix to prevent Uthgerd's cut vanilla-content "A jester - funny suit and all" dialogue from triggering Delayed Burial. TCIY already prevented CRF from triggering the quest, but this update should cover other mods which add back this content (such as Immersive Citizens).
Version 2.3
Replaced general book message pop-up, "There may be more to this story", with custom messages for The Aetherium Wars, Lost Legends, and The Legend of Red Eagle. The options to "Ignore" or "Investigate further" remain unchanged.
The Legend of Red Eagle: "This book describes the rise and fall of the Red Eagle, a warlord who led the Reachmen in driving outsiders from the Reach, and alludes to his eventual return."
Lost Legends: "Among the tales in this book is the "Forbidden Legend" of the wise and just Archmage Gauldur, whose mysterious murder in the dawning days of the First Era was struck from the rolls of history."
The Aetherium Wars: "The author of this book speculates that the collapse of Dwemer society may have been caused by infighting over the smelter known as the Aetherium Forge, which was capable of producing artifacts of immense power."
Version 2.2
Fixed issue where reading The Aetherium Wars, Lost Legends, or The Legend of Red Eagle would fail to trigger the associated quest under certain circumstances.
Fixed issue where declining Durak's invitation to join the Dawnguard would cause him to follow the player whenever they fast traveled to a different city or stables. Durak will now show up only 20% of the time; frequently enough for the player to pick up the quest if they change their mind, but not so often that he feels like a stalker.
Version 2.1
Carried forward a number of changes from the Unofficial Skyrim Special Edition Patch (currently v4.2.5b).
Do you ever hesitate to speak to NPCs out of concern that you're just going to get another quest added to your ever growing list of journal entries? Well no more...feel free to ask people questions and listen to their stories. You won't be given quests unless you agree to help them.
This mod will 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. Now quests won't start until you agree to them.
WHY USE THIS MOD?
To avoid being bombarded by two dozen quests in the first 20 minutes of the game and, later, to avoid having unwanted quests added to an already overflowing quest journal.
To increase the number of choices available in the game. When you talk to someone and there is a dialogue option to refuse the quest, choosing that option should not start the quest.
To add a bit more interest (and perhaps even some additional challenge) to the game. If you've played through the game already, you likely know where you need to go for many of these quests. If not, then you'll have to actually pay attention to what the NPCs tell you. The game won't take you by the hand and lead you around with map markers pointing to the start of every quest. You'll need to keep your eyes and ears open and figure it out on your own (quest markers that appear after you've started the quest are unchanged and will still show up once you've begun the quest).
To enhance immersion and role-playing. Certain quests may be contrary to the nature of your character, and you would just as soon not have that quest recorded in your journal as if your character would actually consider it.
Or perhaps you've done the quest a dozen times already and just don't care to do it again. Now you can avoid having those unwanted quests cluttering up your journal.
THIS MOD DOES NOT:
It doesn't change every quest. ONLY the quests listedHEREhave been changed.
It doesn't delete dialogue or remove quests or NPCs from the game. You'll still hear all the same rumors and greetings. After all, these conversations help flesh out the world and allow you to interact with its inhabitants. Also, any new dialogue responses use existing dialogue. This mod doesn't add any unvoiced dialogue.
It doesn't delete or break any of the quests. You can still complete each quest as before, but the quest itself (including quest markers and journal entries) will not be given to you until you make the conscious choice to pursue the quest. Be aware that, in many cases, directly encountering the quest objective will still advance the quest. If you decline a quest, you can still change your mind and choose to pursue it at any point in the future. Any exceptions are noted below.
It doesn't delete journal entries and quest objectives that are already logged in your journal prior to installing this mod.
ADDITIONAL INFORMATION 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. However, the following quests have more significant changes made to them. They either include additional completion options or other adjustments to quest itself. Details related to these changes can be found HERE.
BOETHIAH'S CALLING - additional completion option
THE FORSWORN CONSPIRACY - must meet at night to advance quest
A LOVELY LETTER - additional completion option
MISSING IN ACTION - must visit home at night to advance quest.
CREDITS Thank you to Teabag86 and Rusey for helping to update the Legendary and Special Edition versions of this mod. Thank you to DrMonops, Thenryb, and AlturDrake for helping test this mod.