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Most HATED Skyrim quest line.  

161 members have voted

  1. 1. Which Skyrim quest line do you hate the most?

    • Main Quest
      18
    • Companions
      16
    • College of Winterhold
      20
    • Dark Brotherhood
      3
    • Thieves Guild
      40
    • Dragonborn DLC Main Quest
      4
    • Dawnguard DLC Main Quest (Either Side)
      9
    • Civil War quests (Either Side)
      51


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Posted

If I am able to choose more than one, it would be the following:

 

Main Quest - I have to go through this a bunch of times when I have my mods all set and play the game. Been at it for 20+ times now.

 

Thieves Guild - It was... alright, at first. But after my first play-through of the quest, I just have to rush it. It just goes on. But Karliah is hot 'coz of mods so that's alright. I also agree with some of the reasons in earlier posts that binding your soul  to a Daedra is something I don't want, and there's really not much stealing going on, aside from the side quests.

 

Companions - Not being a werewolf doesn't move you up the questline. I just wanted to be a Companion, damnit!

 

Dark Brotherhood - I am amoral against any kind of killing in-game, but I don't want to kill people I usually barter with. And I just wanted that damn Barenziah Stone. So I just ended up killing the brotherhood. At least I got the crown assembled.

 

If I have to choose only one, it would be the Thieves Guild quests. It's tedious. I don't like tedious quests.

Posted

Dawnguard sucks but being a vampire is great, well, at least with Better Vampires. I've bitten more necks than my LL post count...

Posted

Dawnguard !!! I got this dlc hoping it was going to be one of those"most epic" Werewolve/Vampire final battles...Armored Trolls and Werewolves fighting there way up to the front gates with little piles of dust/ash littering the bridge... I don't like vampires anyway and now your crappy addon is making one of them my follower?!?! permanently!?!? R U 4 REAL !?!? If I could delete this dlc with out loosing those crossbows...well no, way to many of my mods require it... This is the only quest I have yet to complete and it doesnt look like I ever will!!!!

Posted

Dawnguard !!! I got this dlc hoping it was going to be one of those"most epic" Werewolve/Vampire final battles...Armored Trolls and Werewolves fighting there way up to the front gates with little piles of dust/ash littering the bridge... I don't like vampires anyway and now your crappy addon is making one of them my follower?!?! permanently!?!? R U 4 REAL !?!? If I could delete this dlc with out loosing those crossbows...well no, way to many of my mods require it... This is the only quest I have yet to complete and it doesnt look like I ever will!!!!

 

I deleted it !!!!  ;)  :P just a shame about the paid money. gefuehle_0121.gif

Posted

Difficult...

 

For me it's a tie between Thieves Guild, Stormcloak CW and Main Quest. 

 

The MQ's beginning is just atrocious. Doing the same stuff over and over again for the 5th time is just not

fun, regardless of having the alternate beginning mod (or whatever it's called) or not.

 

The Stormcloacks are a serious letdown, once you get to know them for more than 5 minutes (aka meeting

any other Stormcloack than Ralof). Ulfric, especially, turns out to be a bag of dicks, so despite initial bad

impressions, I always side with the Empire.

 

Thieves Guild has two major problems going for it, namely two chicks - Karliah and Maven. Maven, we all pretty

much know is a bitch and I haven't met one person who does not wish her to be dead. Karliah is something diffirent.

Initially it's interesting to see her angle in the story, but the infamous "you don't have a choice" moment, when 

joining the Nightingales set on a wonky as fuck foundation ("Because Mercer has super luck, we won't beat him")

is a kick in the nuts.

 

So yeah, because it has my most hated character and my personal biggest "fuck you" in a story, I vote for TG quest.

 

 

Posted

One good thing about the Thieves Guild quest line is that it doesn't have any recurrent quest that is stuck in your journal forever. I've already stopped the recurring DB quest to remove it from my journal and thinking of doing the same with the one of the Companions.

Posted

I'd like to thank everyone again for sharing and helping to satisfy my curiosity. 

 

I'd never really put Mercer into the "super lucky" catagory. Gaenor, yes, but not Mercer.  My opinion of the quests may be somewhat skewed as I tend to only do the TG in Skyrim after completing at least part of the main quest, so I'm dragonborn and have Unrelenting Force fully unlocked.  I think that may be what bugs me with Skyrim so much, the near total disregard for the player's accomplishments in some places by other parts of the game.  Going into the TG as Listener and getting the "we're not the dark brotherhood" and "if Maven didn't like you she'd call the dark brotherhood" bits, just really does bug me. Maybe I'm seeing it more with the Thieves Guild when it is all over the game...I'm not sure.

Posted

Can I say all? They all did suck and were so plain and boring...

 

Oblivions Thieves guild and dark brotherhood were seriously amazing. The dark brotherhood storyline was gritty and gripping. The first time i played through it, i was at awe. The aftermath of the torture with Lucien was one of the most brutal things I saw at that time.

The thieves guild was also really fun. The finale of it actually felt like a finale, stealing

AN ELDER SCROLL! In the imperial palace too, you had to go through the sewers and all, and then surface to the palace and make sure you were hidden as well

 

 

The dark brotherhood questline here was meh, it was alright in some parts and fell real short at majority of the others. The thieves guild was just a trainwreck, there is nothing good to be said about that.

 

then you have never played Morrowind! ;) 

Dark Brotherhood, Thieves Guild and also the *Morag Tong* yes you read correctly *Morag Tong*. :P 

their quests were huge, more than 1000 hours of gameplay, no further Elder Scroll game has the quality of Morrowind.

had Bethesda this game never developed, they would today no more exist! :lol:  :lol:  :lol:

 

 

This game was just a little over 700 MB in size, but the world was bigger than Oblivion and Skyrim together. :)

  • 2 years later...
Posted

Aside from how total victory for a faction is never achieved due to respawns and world encounters with Dawnguard and the Civil War? I like to play a chaos plot viz all factions or alignments are accidental rather than some grand plan then Dawnguard comes in and cocks things up with shoving a massive trek across Skyrim and if I happen to have caught vampirism prior to stalker orc showing up I'll be shot on sight for the quest offer... As above Morrowind was really the pinacle of Bethesda story writing. 

Posted

They all have problems, but there's a LOT of mods out there that rescue the Civil War, and event he Vanilla version has more going on to it than fetch quests. So I mind that the least. The main quest if fine, albeit generic RPG mediocrity.

 

No, the one that bugs me the most is the stupid College. Not only is it trivial to complete, without any of the epic feel it should have, but HALF THE OTHER QUESTS ON THE LIST MAKE IT A PREREQUISITE TO COMPLETE IT.

 

You don't have to join the Guilds or the Companions at all if you don't feel like it. But the College? Nope. No option.

 

No less than three major game/DLC quests require you to get the Dragon Scroll, which means you have to at least Join the College and do the first couple lessons. And go do Septimus' Signus' quest. EVERY GAME, EVERY TIME. I can't play someone who hates magic, or has no magical talent, nope, every single time I gotta go sign up for the Wizards.

 

I actually want to make a mod that at least swaps out the Dawnguard's requirement of the Dragon scroll for some other scroll, which I can then bury in some other deep dungeon. I looked at the dialogue and there's very little you'd have to change. Just so I can avoid the College SOMETIMES, GEEZ.

Posted
5 hours ago, SmedleyDButler said:

No less than three major game/DLC quests require you to get the Dragon Scroll, which means you have to at least Join the College and do the first couple lessons. And go do Septimus' Signus' quest. EVERY GAME, EVERY TIME. I can't play someone who hates magic, or has no magical talent, nope, every single time I gotta go sign up for the Wizards.

I don't know that you have to do any college quests, though casting a spell to appease the gate guarding mage isn't terribly in character for some. At least the Thieves Guild quest line moved the NPCs required outside of the college.

 

On the other hand, if you made up some lore, Nelacar could tell you where Septimus went, if you wanted, but you can just go to his spot and get the magical unlocking ball. I use Timing Is Everything so I have Herma Mora's quest blocked. I also head for Raldbthar's alt elevator since I tend to have that open unless I've gotten Grimsever for Mjoll instead.

Posted
1 hour ago, karlpaws said:

I don't know that you have to do any college quests, though casting a spell to appease the gate guarding mage isn't terribly in character for some. At least the Thieves Guild quest line moved the NPCs required outside of the college.

 

On the other hand, if you made up some lore, Nelacar could tell you where Septimus went, if you wanted, but you can just go to his spot and get the magical unlocking ball. I use Timing Is Everything so I have Herma Mora's quest blocked. I also head for Raldbthar's alt elevator since I tend to have that open unless I've gotten Grimsever for Mjoll instead.

 

Wait, does TiE allow you to get the info from Septimus without starting "Discerning The Transmundane" at all? What does he do when you return with the Lexicon then?

Posted
7 hours ago, SmedleyDButler said:

No, the one that bugs me the most is the stupid College. Not only is it trivial to complete, without any of the epic feel it should have, but HALF THE OTHER QUESTS ON THE LIST MAKE IT A PREREQUISITE TO COMPLETE IT.

 

You don't have to join the Guilds or the Companions at all if you don't feel like it. But the College? Nope. No option.

 

No less than three major game/DLC quests require you to get the Dragon Scroll, which means you have to at least Join the College and do the first couple lessons. And go do Septimus' Signus' quest. EVERY GAME, EVERY TIME. I can't play someone who hates magic, or has no magical talent, nope, every single time I gotta go sign up for the Wizards.

Technically, the College isn't required for the MQ. On the level of knowing where to go, perhaps. But functionally, you can at least find Septimus without needing Urag to tell you were he is - he doesn't spawn based on a specific quest stage, but is there from the start of the game. 

 

I don't think it is in the mod yet, but for the Shark Race mod, one of the followers you can get, will have dialog that can point the player in the direction of Septimus, the only requirement being the relevant MQ stage. 

Spoiler

PC – [Only if at Mizuno's Camp, does not require him as a follower, or his quest finished – Repeatable – Only this Question] Seen anything unusual around here?
         |
        M - [“Elder Knowledge(MQ205)” active] There is a boat to the northeast – you can see it from here. No idea why it is there, though.

This character does have a simple quest, but getting this dialog(when it is added), as the text suggests, it isn't required to have him as a follower, or do his quest.

 

Though it is true that joining the College is required, but it's questline? Nope. You are not roped any further into the First Lessons quest than just getting it. Which I know is a little annoying - I'd prefer if that quest started when you enter into the Hall of the Elements, and started the scene with Tolfdir and the other apprentices - you would still get the suggestion from Mirabelle, but otherwise the questline would stop at that point. 

 

50 minutes ago, SmedleyDButler said:

Wait, does TiE allow you to get the info from Septimus without starting "Discerning The Transmundane" at all? What does he do when you return with the Lexicon then?

The only way you can really not do that quest or at least not get too involved with Mora, is if you do it I think before level 15, where you can take the Lexicon back, but can't proceed further until you reach that level. I'm not sure about the dialog with Mora. 

 

The Choice Is Yours(a mod from the same author), gives more choices in quests, mostly in that you don't get a lot of quests outright, unless you go for specific dialog options, etc. The rumor for Azura's quest, for example, only gets you the location for the Shrine/Statue, and starting the quest requires traveling there and speaking with Aranea(where you still can back out any not get the quest). Similarly, the Dawnguard lines from the Guards you get get at level 10(or whatever level you set this to with Timing is Everything - setting it to 101 disables it), you only get the map marker for Dayspring Canyon, not the quest itself). Timing is Everything also has a option to disable the Vampire attacks too, by way of setting the level requirement to 101, which disables the attacks entirely(though I'm not sure if this is true if you use the uncapper). 

Posted
1 hour ago, Kuroyami said:

The only way you can really not do that quest or at least not get too involved with Mora, is if you do it I think before level 15, where you can take the Lexicon back, but can't proceed further until you reach that level. I'm not sure about the dialog with Mora. 

 

The Choice Is Yours(a mod from the same author), gives more choices in quests, mostly in that you don't get a lot of quests outright, unless you go for specific dialog options, etc. The rumor for Azura's quest, for example, only gets you the location for the Shrine/Statue, and starting the quest requires traveling there and speaking with Aranea(where you still can back out any not get the quest). Similarly, the Dawnguard lines from the Guards you get get at level 10(or whatever level you set this to with Timing is Everything - setting it to 101 disables it), you only get the map marker for Dayspring Canyon, not the quest itself). Timing is Everything also has a option to disable the Vampire attacks too, by way of setting the level requirement to 101, which disables the attacks entirely(though I'm not sure if this is true if you use the uncapper). 

 

1 hour ago, SmedleyDButler said:

 

Wait, does TiE allow you to get the info from Septimus without starting "Discerning The Transmundane" at all? What does he do when you return with the Lexicon then?

I don't remember now if Timing or Choice is what blocks everything, but I haven't had to do the "kill 5 elves" quest or had the anime schoolgirl nightmare show up the last several times I bothered to get the orb and box. Sometimes I just cheat them in with AIM instead to save myself a trip.

 

One of the mods lets you change the levels quests are granted, so instead of "get there before level 15" you can set it to level 100. That basically means you never have to see Mora or do the other quests.

 

They are both light weight and time tested mods with little footprint, really should be part of everyone's game.

Posted

The Civil War quests, though by a slim margin. 99% of the quests just felt uninspired. Especially when so many of them are dungeon crawls. The Dragonborn quest line was okay compared to the rest but even it feels lackluster. But that Civil War crap...oh, there was cut content that would have made it more interesting! Worst of all, it plays out the same way no matter what side you choose. Fight endlessly spawning troops, hit a dungeon, and then fight to the opposite side's throne.

 

Were it not for mods, I would have retired Skyrim years ago.

Posted

I picked main quest since it always bored me storywise.

However, most of the guild quests I find annoying as well, especially Thieves' Guild which rockets you straight to being the leader within like... a few weeks-ish in game time. 

Now, I wouldn't mind becoming the leader of a guild as endgame, but it really didn't give me much of a chance to enjoy the guild and it's associated playstyle. Maybe if there were more radiant quest requirements, and a timed delay of some sort for each stage of the guild quest to make it seem a little more reasonable and drawn-out.

Posted
1 hour ago, cero90 said:

I picked main quest since it always bored me storywise.

However, most of the guild quests I find annoying as well, especially Thieves' Guild which rockets you straight to being the leader within like... a few weeks-ish in game time. 

Now, I wouldn't mind becoming the leader of a guild as endgame, but it really didn't give me much of a chance to enjoy the guild and it's associated playstyle. Maybe if there were more radiant quest requirements, and a timed delay of some sort for each stage of the guild quest to make it seem a little more reasonable and drawn-out.

There are some thief guild mods that let you change the number of quests required for certain things, like the city special quest, 3rd and 4th main guild quests and a couple others (having Brynolf not approach you unless your required skills are high enough)

 

Here's two

 

https://www.nexusmods.com/skyrim/mods/14157

 

https://www.nexusmods.com/skyrim/mods/84702

Posted
17 hours ago, karlpaws said:

There are some thief guild mods that let you change the number of quests required for certain things, like the city special quest, 3rd and 4th main guild quests and a couple others (having Brynolf not approach you unless your required skills are high enough)

 

Here's two

 

https://www.nexusmods.com/skyrim/mods/14157

 

https://www.nexusmods.com/skyrim/mods/84702

Oh the requirement one is perfect, thanks! I'm actually redoing my mods for LE right now so I'll pop that onto the list.

Brynjolf flagging me down every time I go into riften on a new save got old pretty fast lol

Posted
3 hours ago, cero90 said:

Oh the requirement one is perfect, thanks! I'm actually redoing my mods for LE right now so I'll pop that onto the list.

Brynjolf flagging me down every time I go into riften on a new save got old pretty fast lol

I think the "pick a location" feature of the second mod wasn't implemented correctly so you might want to find one of the other TG mods. Being able to pick which cities to work or being able to take all of the available quests instead of just 2 helps some. Does make it feel like the guild is really hitting a city, even though you're doing all of the work.  Does mean greater risk if you get caught since you fail several at once but means less travel and in-and-out of the Cellar.

  • 3 weeks later...
Posted
On 10/29/2018 at 4:11 PM, Ernest Lemmingway said:

The Civil War quests, though by a slim margin. 99% of the quests just felt uninspired. Especially when so many of them are dungeon crawls.

+1

And furthermore: it breaks so many mods who expect the Jarls and holds in their proper place and simply avoid to go into the whole complexity of each possible outcome in each stage of the CW. :classic_confused:

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