[RELz] Enhanced Skyrim Factions: The Companions Guild

Post » Tue Aug 21, 2012 9:54 am

Enhanced Skyrim Factions:
The Companions Guild

By DreamKing

http://skyrim.nexusmods.com/mods/22650

Skyrim's Companions guild questline suffers from being too short and too linear; it is possible for a low-level character, and/or one with minimal combat skills, to quickly accend to the highest ranks of this famed guild of warriors. Moreover the questline railroads the player, denying them the opportunity to make several key choices. ESF: Companions is a project that aims to improve this situation in several ways:

1. Add skill, level, and time requirements for each of the guild's milestone quests.
2. Add new choices and consequences to those milestone quests.
3. Add new radiant and story quests, both during and after the vanilla questline.
4. Miscellaneous other additions and tweaks.

Project Status:
Version 0.1 is now available, with #1 above--skill, level, and time requirements for quests.

ReadMe:
Spoiler

Enhanced Skyrim Factions: The Companions Guild
By DreamKing
Version: 0.1, 18 August 2012


- Introduction
- Getting It Working: Installation, Uninstallation, Compatibility
- Features
- Contact Information
- Disclaimer
- Legal, Distribution, and Use of Assets
- Thanks & Credits
- Change Log


= Introduction =

Skyrim's Companions guild questline suffers from being too short and too linear; it is possible for a low-level character, and/or one with minimal combat skills, to quickly accend to the highest ranks of this famed guild of warriors. Moreover the questline railroads the player, denying them the opportunity to make several key choices. ESF: Companions is a project that aims to improve this situation in several ways:

1. Add skill, level, and time requirements for each of the guild's milestone story quests.
STATUS: Complete and working now.


2. Add new choices and consequences to those milestone quests.
STATUS: In progress.


3. Add new radiant and story quests, both during and after the vanilla questline.
STATUS: In progress.


4. Miscellaneous other improvements.
STATUS: In progress.


= Getting It Working =

You must be using Skyrim version 1.6.x or above to use this mod. The version number is displayed in-game when you view your Journal.

For obvious reasons, this mod works best and most reliably when installed before you join the Companions. It can sometimes be installed while you're in the middle of the questline, but the exact behavior is highly variable and depends on exactly when you activate the mod. At best, because of the way the Companions quests are handled, requirements may not kick in until your next tier of advancement in the guild. Also note that if you do install it mid-questline, the quest and time requirements will start when you install the mod--time spent and radiant quests already done at your current tier in the guild will not be counted for that tier's requirements.

+ Installation +

This mod is packaged in an archive compatible with Wrye Bash's BAIN installation method and with the Nexus Mod Manager.

To install manually, extract ESFCompanions.esp and ESFCompanions.bsa from the archive with 7zip (http://www.7-zip.org/) or a compatible program and place them into your game's Data directory. For most users this will be something like C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data (although if it is, you may want to read up on moving Steam out of the Program Files directory to avoid permissions problems).

Once installed, just activate ESFCompanions.esp in your launcher and play. The mod can be placed anywhere in your load order.

You should keep at least one save game from before you installed this mod, that you can revert back to in case of any problems.

+ Uninstallation +

It is vital that if you want to uninstall this mod, you follow the correct procedure. Fortunately, this procedure is fairly simple:

1. Open the console with the ` key.
2. Type "startquest ESFCompanionsUninstall" and press the Enter key.
3. Close the console with the ` key.
4. When you see the message saying that the uninstallation clean-up is complete, click the OK button.
5. Make a save.
6. Quit the game, and remove ESFCompanions.esp and ESFCompanions.bsa from your Skyrim/Data directory.


If you do not follow this procedure, you will likely not be able to advance in the Companions guild. If this is the case, re-install this mod, then uninstall it via the procedure above.

+ Compatibility +

Version 0.1 of this mod should be highly compatible with all other mods, as it does not edit any default Skyrim scripts, quests, locations, or characters.

Subsequent versions will be less compatible, as they will make an increasing number of changes to the Companions guild. However my intent is that a highly-compatible, "simple" version of the mod, with only the level/skill/time requirements, will always be available, in addition to whatever the "full" mod may develop into.

This mod is designed to be used alongside my ESF: Aela follower mod (http://skyrim.nexusmods.com/mods/11450), but it is not required.

= Features =

+ Skill, Level, and Time Requirements for Guild Advancement +

This mod adds the following prerequisites, all of which must be met, to the milestone Companions quests:

Before Your Trial in "Proving Honor" (Quest C01)
- One defensive combat skill--Light or Heavy Armor, or Block--at least 30
- One weapon skill--One-Handed/Two-Handed/Archery--at least 30
- Player level at least 10
- At least 10 radiant quests done since joining (including one for each member of the Circle)
- At least 14 days passed since joining the Companions


Before Being Invited to Join the Circle in "The Silver Hand" (Quest C03)
- One defensive combat skill--Light or Heavy Armor, or Block--at least 50
- One weapon skill--One-Handed/Two-Handed/Archery--at least 50
- Player level at least 20
- At least 20 radiant quests done since "Proving Honor" (including one for each member of the Circle)
- At least 28 days passed since completing "Proving Honor"


Before Kodlak's Request in "Blood's Honor" (Quest C04)
- One defensive combat skill--Light or Heavy Armor, or Block--at least 55
- One weapon skill--One-Handed/Two-Handed/Archery--at least 70
- Player level at least 25
- At least 10 radiant quests done since "The Silver Hand"
- At least 14 days passed since completing "The Silver Hand"


Note that it is possible for individual radiant questivers to temporarily run out of quests to give. If that happens, try visiting any of the holds you haven't been to yet, wait a while, and then come back.

+ Customizing the Prerequisites +

These requirements can be customized via console commands, of the form:

setpqv ESFCompanionsCore

The variables are:

iRequiredArmorSkillForTrial
iRequiredWeaponSkillForTrial
iRequiredTotalCombatSkillsForTrial
iRequiredLevelForTrial
iRequiredQuestsForTrial
fRequiredDaysForTrial
bRequiredEachForTrial


iRequiredArmorSkillForCircle
iRequiredWeaponSkillForCircle
iRequiredTotalCombatSkillsForCircle
iRequiredLevelForCircle
iRequiredQuestsForCircle
fRequiredDaysForCircle
bRequiredEachForCircle


iRequiredArmorSkillForKodlaksRequest
iRequiredWeaponSkillForKodlaksRequest
iRequiredTotalCombatSkillsForKodlaksRequest
iRequiredLevelForKodlaksRequest
iRequiredQuestsForKodlaksRequest
fRequiredDaysForKodlaksRequest
bRequiredEachForKodlaksRequest


Variables that begin with an "i" are integers and should be set with whole numbers; use 0 to turn off an integer requirement.

Variables that begin with an "f" are floating point numbers and should be set as decimal values, that is, use 10.0 instead of 10.

Variables that begin with a "b" are boolean (true/false) settings and should be set with True or False.

Notes:

- The "iRequiredQuests" variables should be set to one fewer than you actually want the requirement to be, if greater than 0. So if you want to require 15 radiant quests in one stage, set the variable to 14.

- The "iRequiredTotalCombatSkills" requirements are not used by default (that is, they are set to 0). They represent the sum of Light Armor, Heavy Armor, Block, One-Handed Weapons, Two-Handed Weapons, and Archery.

- The "bRequiredEachFor" variables define whether at least one radiant quest must be done for each living member of the Circle.

- You can use "sqv ESFCompanionsCore" to see the current values of all the variables.

Examples:

setpqv ESFCompanionsCore iRequiredTotalCombatSkillsForCircle 250
setpqv ESFCompanionsCore fRequiredDaysForTrial 0.0
setpqv ESFCompanionsCore bRequiredEachForKodlaksRequest True


= Contact Information =

If you have problems, suggestions, or questions about the mod, the best way to get in touch is via the thread for the mod in the Skyrim Mods area on the Bethesda Forum (http://www.gamesas.com/forum/183-skyrim-mods/).

You can also send me private messages as DreamKing (preferred) on the Bethesda Forum (http://www.gamesas.com/) or on the Nexus Forums (http://forums.nexusmods.com/) as DreamKingMods.

= Disclaimer =

Use of this mod may lead to broken quests, corrupt or bloated save games, and other issues. Make sure you keep a save game from before you installed this mod, than you can revert to in case of any problems.

= Legal, Distribution, and Use of Assets =

In part or in whole, you may not upload, re-host, or otherwise make this mod or an edited version you derive from it available at any other location under any circumstances, except as specified here.

This version (0.1) of the mod is authorized for release on the Skyrim Nexus (http://skyrim.nexusmods.com/) only. If you downloaded it from an unauthorized location, be advised that there may be newer versions of the mod available with important fixes and additions posted on authorized sites.

If I do not respond to attempts to contact me via the methods listed in the "Contact" section of the latest release of this mod for 6 months, and have not given prior notice of planned absence, then consider this mod and its assets released to the community.

= Thanks and Credits =

Thanks to the Unofficial Elder Scrolls Pages (http://www.uesp.net/) for being a frequent and valuable reference.

Thanks to the Nexus Network (http://skyrim.nexusmods.com/) for providing a platform for mods and the community that exists around them.

And of course credit and thanks go to Bethesda Softworks, for releasing and supporting modding tools for their games--without which this mod could not have been made.

= Change Log =

Version 0.1
- Adds skill, level, and time requirements for each of the milestone story quests.

User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Tue Aug 21, 2012 2:10 am

This looks very good :D.
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Tue Aug 21, 2012 3:15 am

Those requirement look very good.
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Tue Aug 21, 2012 12:06 am

This seems good. The requirements seem strict but by no means hard. I like it.
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Tue Aug 21, 2012 2:15 am

Before Kodlak's Request in "Blood's Honor" (Quest C04)
- Light or Heavy Armor skill at least 55
- A weapon skill--One-Handed/Two-Handed/Archery--*at least 70*
- Player level at least 25
- At least 10 radiant quests done since "The Silver Hand"
- At least 14 days passed since "The Silver Hand"

Level 70 for a main combat skill, while feasble, is a bit to strict for someone who really uses multiple weapon types. I would lower this to 60.

The only time I've reached level 70 quickly in one-handed was when that was literally my only method of combat. Two-handed takes much longer to level up due to the damage/speed difference as compared to one-handed.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Mon Aug 20, 2012 11:38 pm

The only time I've reached level 70 quickly in one-handed was when that was literally my only method of combat. Two-handed takes much longer to level up due to the damage/speed difference as compared to one-handed.

I think you're wrong, since XP is granted based on damage done, not number of strikes. I'm not saying that they both leveled at the same speed for you, but I AM saying that if they did not, it was because of other factors not directly related to their one- or two-handedness.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Tue Aug 21, 2012 8:34 am

I would actually like to see higher requirements. The only way you're not going to have 30 in one armor and one weapon skill by level 10 is if you're a mage. I would suggest for the last two of those rungs that you include a total number of skill points the character must have in "combat" type skills that's much higher, like 200-ish.

Actually, that would probably be a great way to handle the whole thing... Companions are the Warrior guild of Skyrim, and the way leveling works an all-around number is better than a specific number in a handful of skills, in my opinion. Hunter types would be at a disadvantage because light armor is in the stealth section, but you'll tend to get a very high marksman skill built up and if you're playing as a combat archer/hunter (which is the type you'd expect to be suitable for the Companions), you'd probably have some block and 1 or 2 hand skill as well, some smithing, etc.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Tue Aug 21, 2012 10:57 am

I would actually like to see higher requirements. The only way you're not going to have 30 in one armor and one weapon skill by level 10 is if you're a mage. I would suggest for the last two of those rungs that you include a total number of skill points the character must have in "combat" type skills that's much higher, like 200-ish.

By level 10? That's insane.

30 in one armor and one weapon skill at level 10 is entirely reasonable. The mod I'm working on caps major skills at 45 and minor skills at 15 until level 15. A battlemage might only have one weapon and one armor skill. As a combat class (albeit a hybrid), he should should be able to join the Companions.
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Mon Aug 20, 2012 7:46 pm

I really like this. I thought it was funny how the Companions let my girly man mage in so easily.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Tue Aug 21, 2012 11:28 am

Thanks for your kind words, folks, and your comments on the requirements. That I have people saying the requirements are too strict, and people saying the requirements aren't strict enough, suggests to me that they're reasonably well balanced.

A few more questions:

- For people who use shields extensively (or parry with weapons), what do your block and armor skills look like? Is block higher than armor; should I include Block in the list of armor skills?
- I haven't done a 2-handed focused character yet, so I am a little concerned--does that skill indeed level slower? What do your skills look like at level 20-25?

I may make some small tweaks now to accomodate these things, and I can always do further tweaking in updates after the initial release, if players are consistently finding one particular requirement onerous to fulfill.
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Tue Aug 21, 2012 9:04 am

Great idea! I would love to see next segment done for the Thieves guild ^^ Thieves have always been my favorite, no contest, but Skyrim guild is just so lackluster and doesn't give any feel at all.

It needs a serious revamp, but aside of those cool stuff you have mentioned here for the companions, I fear it would need quite a bit of roleplay and NPCs added in as well. And that would a big pile of work, I fear :< Still, any improvement is an improvement :>
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Mon Aug 20, 2012 11:02 pm

I think you should include block in the armor skill category.
I level block much faster than armor skills..this is because i often change between heavy and light armor ( if i find a fancy and nice armor i change it purely for the looks..sometimes :-) ).
Viridian Echo asked for more improvements with the guild....why not join forces with another modder (http://www.gamesas.com/user/831849-deadarmour/) who also is building a companions guild overhaul, but seems to be more focused on the atmosphere of the guild.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Tue Aug 21, 2012 6:46 am

By level 10? That's insane.

30 in one armor and one weapon skill at level 10 is entirely reasonable. The mod I'm working on caps major skills at 45 and minor skills at 15 until level 15. A battlemage might only have one weapon and one armor skill. As a combat class (albeit a hybrid), he should should be able to join the Companions.

No, only the first bit I listed was referencing the level 10 requirements (the very first ones) stating that 30 seemed low. Even if you started as a mage-focused race you've only got to raise 30 points to get one armor and one weapon skill to 30 total. The higher numbers I stated, if you look again, were suggestions for the highest rung, i.e., completing the Companions.

As an aside, Ishmael, that mod concept seems odd to me. If you cap skills at a particular level, aren't you just forcing hybridization on a character? Do you choose your own majors, are they your racials, or what?

Back on topic, the lowest requirements the author lists aren't to join, they're to get into the "real" Companions quests. No requirements at all to join as far as has been stated. So basically, you join, have to do 10 radiant "gruntwork" quests, get to level 10, and have the skills of a level 4-5 warrior type character.

I'd like it of there were some options here, because I think it's clear this will effect different play-styles differently. The way I play a warrior, the only thing that would possibly change is artificial level requirements to do the major quests. My skills will be above the required level by the time I'm halfway to that level, because I almost always play focused character types. Personally, I think joining a guild for a particular archetype should be easier for purely focused characters of that type, and by extension harder for hybrids. My suggestion would be to remove the artificial level requirement entirely and only use skills... and I still think my earlier suggestion was a good one, rather than mark out certain numbers in specific skills, put a total requirement split among all the relevant skills, so that both skill-focused characters and more generalized (in the proper set of skills) can advance.
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Tue Aug 21, 2012 5:54 am

Great idea! I would love to see next segment done for the Thieves guild ^^ Thieves have always been my favorite, no contest, but Skyrim guild is just so lackluster and doesn't give any feel at all.

It needs a serious revamp, but aside of those cool stuff you have mentioned here for the companions, I fear it would need quite a bit of roleplay and NPCs added in as well. And that would a big pile of work, I fear :< Still, any improvement is an improvement :>

All the guilds need expansion, I agree. I'm doing this one because it fits nicely alongside my Aela follower project--neither mod will require the other, but they'll be designed to work well together. In my head, it's really all one mod, that I'm splitting in two because some people may want this who don't want to have to use Aela as a follower, and that's easy enough for me to do. Other guilds, I'll have to leave to other modders.

why not join forces with another modder (http://www.gamesas.com/user/831849-deadarmour/) who also is building a companions guild overhaul, but seems to be more focused on the atmosphere of the guild.

He has some fine ideas, but also some that I don't think fit very well. Other people may not like some of my ideas. Choice is good. He did give me permission, in his thread, to use some of his ideas; and I may, in modified form. But I have a lot of ideas of my own that I want to get to, first.

I'd like it of there were some options here

As I mentioned in the first post, any of the stated values will be editable by individual players to fit their specific situation. Players using a skill/level uncapper may want to set higher values. A player who is joining the Companions after being the hero of the Civil War--or Dragonborn--may reasonably think there should be fewer required quests before their Trial. If you don't want level requirements, set them all to 0. Etc. I'm just trying to determine a sensible set of default values.

I may add an optional "total combat skills" factor...would be easy enough to do. In general, though, what I am trying to do is balance things so that characters with focused combat skills (one preferred weapon type and one preferred armor type) will not bump up against any of the requirements other than the number of radiant quests. If less focused characters do bump into other requirements, that's okay; it's kind of the point. It makes sense to me that more multi-skilled characters will take longer to progress through the guild. If, say, a member of the Circle doesn't think any of your individual combat skills measure up to their own, then they'd be hesitant to let you into the Circle.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Tue Aug 21, 2012 6:25 am

This sounds like an excellent concept, looking forward to trying it, DreamKing.

Before Your Trial in "Proving Honor" (Quest C01)
- Light or Heavy Armor skill at least 30
- A weapon skill--One-Handed/Two-Handed/Archery--at least 30
- Player level at least 10
- At least 10 radiant quests done since joining (including at least one for each member of the Circle)
- At least 14 days passed since joining

Before Being Invited to Join the Circle in "The Silver Hand" (Quest C03)
- Light or Heavy Armor skill at least 50
- A weapon skill--One-Handed/Two-Handed/Archery--at least 55
- Player level at least 20
- At least 20 radiant quests done since "Proving Honor" (including at least one for each member of the Circle)
- At least 28 days passed since "Proving Honor"

Before Kodlak's Request in "Blood's Honor" (Quest C04)
- Light or Heavy Armor skill at least 55
- A weapon skill--One-Handed/Two-Handed/Archery--at least 70
- Player level at least 25
- At least 10 radiant quests done since "The Silver Hand"
- At least 14 days passed since "The Silver Hand"

I think the skill requirements are interesting, but I'd propose just adding the radiant quest requirement alone will be a tremendous improvement to the Companions questline, and actually would be great for all the factions if you plan future expansions. I already try to do a lot of radiant quests before each major stage of the faction questlines, and incorporating this as a requirement would be wonderful.

I'm not so sure whether the time passing requirement is a good idea, however, as a lot of us use non-vanilla time scale. I don't know about the level requirement, either, I suppose I'd have to play it to see how it feels. Without difficulty enhancing mods like Deadly Combat and ASIS, I find that characters become a bit overpowered around level 30 or so, so in the past I usually started a new character around level 25-30.

You may want to consider incorporating a configuration menu so players can choose whether to use all or some of the requirements.

EDIT: Might also be good to add Block as an additional option for the skill requirement, as I've learned focusing on Block can be a fun alternative sort of build for a warrior.
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Tue Aug 21, 2012 1:37 am

I think you're wrong, since XP is granted based on damage done, not number of strikes. I'm not saying that they both leveled at the same speed for you, but I AM saying that if they did not, it was because of other factors not directly related to their one- or two-handedness.

Leveling one-handed weapons takes far less time than two-handed in actual practice. Yes, it's based on damage delt, but only by the weapons base damage.

From the Wiki:
"Boosting weapon damage via skill perks or equipment enchantments does not increase XP earned per hit."

So, if you look at the base damage of, say, a Daedric Sword vs Daedric Greatsword (14 vs. 24 damage, or 71% difference) and factor in swing speed, it makes sense. Also mirroring my own experience trying to level each tree. The problem is how pathetically slow swing speeds are with two-handed weapons, unless you're using Iron ones, which are OK... Swing a Daedric greatsword or a Dragonbone one around and it's just agonizing. I feel like I'm swinging a tree trunk or something.

The only real exception to this is if you use the Ebony Blade, as it's swing speed is about as fast as a one-handed weapon. But who takes the two-handed tree to use THAT?
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Tue Aug 21, 2012 9:42 am

Initial release with skill, level, and time requirements for the Companions quests http://skyrim.nexusmods.com/mods/22650! I'll update the original post.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Tue Aug 21, 2012 12:02 am

Initial release with skill, level, and time requirements for the Companions quests http://skyrim.nexusmods.com/mods/22650! I'll update the original post.

Great to hear, I look forward to trying this one.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Tue Aug 21, 2012 8:14 am

Great to hear, I look forward to trying this one.

Thanks!

I did add Block to the armor skills, as you and schtan requested. And I did add the possibility of a "total warrior skills" requirement, as Caffeinated asked for, although it is off by default.

I did not change the default weapon skill requirements. Testing with both archery and one-handed focused characters, I was in the upper 30s in those skills by level 10. And even if characters focused on two-handed weapons level slower, there is a two-handed trainer among the Companions who can train you 5 times each level. That should allow players to easily hit the weapon requirements. Actually, the only requirement I had trouble meeting in my testing was armor skills--if you're an archer, you probably don't get hit very often, and if you're sword & board, your defense stats tend to be split between armor and block. That's why the ultimate armor skill requirement is less than the weapon requirement.

And anyway, the requirements are all customizable, so people can adjust them as they like. And if there are consistent issues with any particular requirements, I will adjust the defaults in some future update.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Mon Aug 20, 2012 8:39 pm

And anyway, the requirements are all customizable, so people can adjust them as they like.

That's great, sounds like it will be perfect for anyone looking for a more in-depth Companions faction experience.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue Aug 21, 2012 1:03 am

Instant download.
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Tue Aug 21, 2012 11:31 am

This sounds like an essential mod. Really nice.

One suggestion: I wouldn't mind seeing minor entrance requirements. Not anything extreme, but enough of a skill/level requirement that a character has to have done a couple of quests and proved that they have potential.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Tue Aug 21, 2012 8:00 am

This looks great. I just have 1 request-

Can you make it so that you can refuse becoming the leader/Harbinger?
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Tue Aug 21, 2012 6:06 am

One suggestion: I wouldn't mind seeing minor entrance requirements. Not anything extreme, but enough of a skill/level requirement that a character has to have done a couple of quests and proved that they have potential.

I thought about this. What I decided--and I'll be making this more explicit as I make more edits to the guild--is that the Companions are really pretty desperate for recruits. They've had four or five members leave, wash out, or be killed recently (according to what we learn in various other parts of the game), Kodlak is deathly ill, most of the able-bodied fighters are off in the Civil War...so beggars can't be choosers, basically. If you're interested and you can pass the fight that's required for entrance, you're worth taking a chance on.

This looks great. I just have 1 request-

Can you make it so that you can refuse becoming the leader/Harbinger?

Yep, that's one of the "choices & consequences" (#2 in the first post) that I have in mind, along with a few others that people often ask for.
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Tue Aug 21, 2012 3:34 am

Fantastic,
works like a charm so far. This mod and your enhanced follower mod for Aela is now a "must-have" in my load order.
btw, are they still compatible? I havent really run into any problems, but can I expect that?
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Next

Return to V - Skyrim