Skyrim: The Mind Unbound

Role: Quest Designer & Implementer | Tools: Creation Kit, Papyrus, xEdit, Notion, GitHub

Team: Solo • Project: Creation Kit Quest (Skyrim)

Gameplay showcase of The Mind Unbound quest. Watch on YouTube.
Quest Design

I designed and implemented a multi-stage quest with branching dialogue trees, character-driven narrative, and multiple resolution paths that explore Elder Scrolls religious conflict.

Creation Kit

I implemented the quest using Quest Editor, Topic Info system, scene management, and dialogue conditions. Used GetStage(), SetStage(), and SetObjectiveCompleted() for quest flow control.

Papyrus Scripting

I authored Papyrus scripts for quest stage management, dialogue condition checks, and environmental triggers that integrate narrative logic with Skyrim's game systems.

Overview

Skyrim: The Mind Unbound is a solo quest I designed and implemented for The Elder Scrolls V: Skyrim using Creation Kit. The quest explores Elder Scrolls metaphysics through a conflict between a priest of Julianos, the College of Winterhold, and the Temple of the Divines. I handled narrative design, dialogue writing, Creation Kit implementation, Papyrus scripting, and level design integration.

Creation Kit interface showing quest implementation
Creation Kit workspace showing quest structure, dialogue implementation, and object placement.

Technical Implementation

Creation Kit: Quest Structure

I implemented multi-stage quest progression using Creation Kit's Quest Editor. Quest stages track player progress and character relationships using GetStage(), SetStage(), and SetObjectiveCompleted(). Dialogue conditions check quest stages, global variables, and player relationships to surface appropriate conversation paths.

Creation Kit: Dialogue & Scenes

I set up branching dialogue trees using Topic Info entries with conditional responses that adapt to player choices and quest progression. I implemented timed dialogues using Creation Kit's scene system to coordinate multiple NPCs, dialogue timing, and character movements for cinematic moments.

Papyrus Scripting

I authored Papyrus scripts that manage quest progression, check dialogue conditions, and trigger environmental storytelling elements. Scripts use Quest.GetStage(), Quest.SetStage(), and condition functions to evaluate player choices and narrative context, ensuring dialogue branches and quest events respond to player actions.

Level Design Integration

I placed XMarker references for scene coordination, trigger volumes for quest events, and ensured navmesh compatibility for NPC movement. Environmental storytelling elements (notes, books, props) are positioned to support narrative context while maintaining player flow through quest areas.