QUOTE(monkeyemoness @ Jan 2 2017, 02:46 PM)

I used up my last character slot for ANOTHER temporary mule. At least, I hope it's temporary. Maybe until my previous "temporary" mule finally gains 40 more inventory slots through horse training to take everything the other is currently holding.
I now have space in my bank and all is well.
Anyways, I really liked the EP questline, but I sort of feel like it peaked at Shadowfen. After that I felt there were some issues with the writing. (Particularly the Fort Amol quest, but explaining further involves spoilers)
AD is my fave, though it almost suffers from the same problem as EP. I wish the Khajiit sisters showed up earlier and more frequently in the questline than their Elden Grove cameo in Greenshade.
Oh, I most def agree on the issues after Shadowfen! I had problems with the ending questline resetting itself in EP - had already saved the big situation and found a quest I hadn't done that was out of order. Doing that quest reset all the in game dialogue to as if the end never happened!
There should have been some kind of built in protection that you couldn't do the quest out of order or that segment of it disappears or updates if not done timely.
Another was the weapon fragments that you are supposed to bring together - it is like a ball was dropped in the middle of that quest and it unravels suddenly with no clue as to how to complete it and all quest markers just drop suddenly - no quest to drop and retake in inventory, so it is an achievement I won't be able to get.
Also, the Nord party town quest glitched and couldn't be finished.
I reported all the issues, but I most def think there was not just a writing issue there; but a lack of follow through needed when creating questlines to protect the outcome from the chaos of players doing things out of order.
Same thing happened in Skyrim when it first came out with that Bard's College questline = it let you find the musical instruments in dungeons, but that didn't start the questline. The items were locked in your inventory because they were quest items, but had no quest. Then when the quest started, it didn't update that you had the items, and the NPC questgivers didn't recognize that you had them. You either couldn't find them a second time or having two in your inventory blocked them both from being seen. The quest couldn't be completed. It was really poor follow through on what should have been an interesting quest.
I really think it is a fault of the new script formats. Remember how simple the "If...Then; Else" of the C++ morph in Oblivion was to work with and how relatively fool proof it could be in tying up loose ends? I miss the (easy to follow) logic of it !!!!