There are no mods adding new quests in The Phoenix Flavour, but plenty mods that edit existing quests in various ways.
With kryptopyr’s Timing Is Everything, the vanilla level requirements for many quests were adjusted, in most cases they were increased to spread them out further and prevent your Journal from becoming too cluttered early on. All options in the TIE MCM can be adjusted so long as you haven’t yet started the respective quest.
Note that the level requirements were adjusted with the slow leveling in mind that Cheshyr’s Uncapper preset introduces. EZ (encounter zone) levels for related areas were also taken into account.
Some quest have additional conditions that must be met in addition to the specific level.
Parapets’ mod Radiant Requirements adds an MCM which allows you to tweak level requirements for various types of radiant quests. Without these requirements, you may for example receive a quest from the Companions in the early game tasking you to clear out a vampire lair. Unfortunately this may be impossible to complete for a low level Companion recruit as Arena - An Encounter Zone Overhaul increases the min levels for vampire lairs to 25.
In Radiant Requirements, the required level for each encounter type was set one below their respective Arena encounter zone min level to avoid being underleveled for radiant quests:
To trigger the major faction quests, you now need to speak to the primary quest giver directly. Rumors or guard comments will no longer give you quest log entries.
You can check your current rank in any given faction in the Factions MCM (Viewable Faction Ranks).
Upon approaching Whiterun, you can observe a group of Companions fighting a giant out in the fields. The fight will last longer than in vanilla, to give you a better chance to join the fight. When speaking with Aela afterward, you will have a new, more polite response option. The quest “Join the Companions” will not be added to your journal. To join the Companions, go to Jorrvaskr in Whiterun and speak with Kodlak.
You need to complete 2 radiant quests (vanilla: 1) before the first big quest, Proving Honor, triggers. The potential radiant quests no longer include Hired Muscle which would have sent you to beat up a random person. If you are given the Trouble in Skyrim radiant quest, the type of enemy you are sent to kill will be determined by your level, ensuring that you will be able to complete the quest. For the Proving Honor quest itself, Aela may become your Shield-Sibling instead of Farkas in which case she will accompany you to Dustman’s Cairn.
After Proving Honor, you will have to complete 3 more radiant quests (vanilla: 2) before the next big quest The Silver Hand fires. At the start of that quest, you will meet some members of the Circle who offer to turn you into a werewolf. If you refuse, they will return to their normal lives during the day and return to the Underforge at night. You may seek them out again if you changed your mind, or continue to do radiant quests without progressing through the main quest.
If you did choose to become a werewolf and completed The Silver Hand, you will have to do another 2 radiant quests (same amount as in vanilla) before Blood’s Honor begins. The final three Companion quests after that occur back to back without requiring additional radiant quests to be completed and were not edited by mods in TPF.
TPF features almost the full suite of SomethingObscure’s College of Winterhold mods (except for the college overhaul itself) with Parapets’ tweaks. The introduction at the gates and Faralda’s test were adjusted: For example, the Dragonborn may now pass after demonstrating the power of their voice.
Check the mod pages for Improved College Entry and Misc College of Winterhold Tweaks for details on the many other adjustments that they made.
At the end of the quest line, the player will also be able to pass on the title of Arch-Mage to another college member thanks to the mod Choose Your Own Arch-Mage.
Toward the end of the Skyrim main quest, there is an optional quest during which you will be given a choice by the two factions who helped you against the dragons, the Blades and the Greybeards: whether to kill Paarthurnax or let him live. Unfortunately, there will never be a satisfying conclusion to the quest if you decide against killing him. You will simply be shunned by the Blades and the quest will eventually vanish into the ether upon completing the main quest.
There are some mods editing this quest, however, they make it so you can have your cake and eat it, too. If you want Paarthurnax to live, the conflicts with both factions can be simply resolved, completely removing the dilemma.
Thankfully, there is The Paarthurnax Resolution which very simply enables you to tell the Blades that no, you will not kill Paarthurnax, thus giving the quest and the decision you are asked to make some weight. They will not be pleased and you will permanently lose their support, but the quest will be marked as completed.
The Lights Out! quest in Solitude involves wrecking a ship with very few options to steer (haha) the story in a different direction. With Parapets’ mod Save The Icerunner, you will have various ways to complete the quest that include sending Jaree-Ra to prison and thus saving the ship from its fate or alternatively following through with the plan but achieving a less depressing ending.
If you want to turn Jaree-Ra in for his crimes, start by talking to Solitude’s headsman, Ahtar, and do his quest.
For more information, check out Parapets’ detailed walkthrough.
The Laid to Rest quest in Morthal has been fleshed out greatly by SomethingObscure in Finding Helgi … and Laelette - A Laid to Rest Overhaul. It now featurs murder mystery elements, expanded dialogue options, and various flavour edits. These cover the first half of the quest, up until the point where you are sent to clear Morvarth’s Lair.
For more information, check out SomethingObscure’s detailed change list.
Collecting all Stones of Barenziah for the No Stone Unturned quest can be fairly annoying. To make things easier, you have the option to enable quest markers for each of the 24 stones in the Stackable Stones of Barenziah MCM. The markers will only appear once the actual quest has been started which happens after bringing one of the stones to Vex in The Ragged Flaggon.
The quest now also requires you to play the DLC as two stones from core Skyrim locations were moved to DLC locations. The stone in Proudspire Manor can now be found in Harkon’s room in Volkihar Keep while the stone in Whiterun’s Hall of the Dead was placed in Tel Mithryn on Solstheim.