r/skyrimmods•
ForzentoRafe

Unreliable Narrator Mod Idea

PC SSE - Discussion

I was watching a horror mod playthrough and started thinking about quest markers.

"Completion" doesn't have to be a good thing

"Failed" doesn't have to be a bad thing

quest conditions can be updated even without quest markers...? ( not sure )

quest stages can auto-complete...? if so, then we basically have a form of communication from the "system" to player right?

i mean basically. the mod idea is this.

The UI is Lying to You

it isnt that obvious like having two doors and the quest marker say go here.

but its like there are some books or signs in the room if you search that will warn of a delusion, sent by the mad god.

your quest stages become very curt.

[Go here]

[Kill the monster]

[You must kill the monster]

then maybe in some areas, from the player pov, you enter into a room where you are supposed to talk to a NPC, then suddenly,

[Kill him]

and then combat music starts, red mark appears on the compass showing hostile target.

The strangest thing is that the NPC never actually show hostile behavior ( disable combat ai? ) and keeps talking. At some point, the NPC turns to you and says, "are you alright? you are glaring at me"

then .. i don't know if we can remove quest stages but remove [ Kill him ] and go back to [ Hear him out ], turn off hostility, turn off combat

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at some point where you go through all the horrible deeds, you are directed into a room where then disableplayercontrol, the quest stages begin to cycle through

[ Goodbye ] [ Goodbye - completed ]

you are crushed into a paste and you go back to last save.

because of how the quest is, you are really better off loading that save you made at the start of the quest.

idk. maybe there are ways around this to manage quest stages from in-game, reset the quest etc.

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sooo has anyone done this yet? this is doable right?

Posted Aug 12, 2026, 8:25 PM UTC

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