[REQ] Fighters Guild Quests patch needed

Post » Thu Feb 16, 2017 5:23 am

Fighters Guild Quests by David Brasher and Fighters Guild Quests Project Team http://www.nexusmods.com/oblivion/mods/41012/?is an excellent mod that adds many quests to the guild quest line. It is required by Guild Advancement, another very fine mod by dreamed1 http://www.nexusmods.com/oblivion/mods/42870/?

However, some quests are bugged. It is required to use console to finish them, and some are prone to crashes. It would require considerable amount of CS knowlegde to deal with them, as far as I can tell. That mod adds so much to the game, that I think it would be great if someone could make a patch/replacer for it, as David Brasher retired from Oblivion modding.

You may see the bugs listed in comments but I will sum it up here, along with some commentary in green, with info, if anybody would be interested:


Imporant. No trigger in the quest after killing rogues(?)


Not important. it's not a bug per se, but could to with a closing option. It's a minor thing though.


Important. it appears in TES4Edit that there are no wolves put into game


Quite important. this one's quite simple, would require to move a few pieces in CS, but to proper places probably (require knowing what SNU adds).


Important. This one looks simple too


Quite important. Hmm, semi difficult I guess, not sure whether it would work though.


Either this solution, or maybe add a simple Follow Player AI package to those NPCs...?

EDIT: finished commentaries so far.

EDIT2: adding info on Pest Control in Tortuous Cavern problem.

EDIT3: edited the quotes to be a bit more clear.

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Post » Wed Feb 15, 2017 9:29 pm

A patch is badly needed indeed. It would be awesome if someone would take a look at those bugs.

Not only is Fighters Guild Quests a good mod, but I find that Guild Advancement is even better but it requires Fighters Guild Quests to work.

Yesterday I considered just switching to Reaction (the mod was just updated by Cliffworms himself :o ) since it also prevents you from blazing through the FG and MG quests.

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Post » Thu Feb 16, 2017 2:04 am

I think either Kad_Venku or mhann123 on TAL has enough knowledge to make a patch, so why not post a request http://www.theassimilationlab.com/forums/forum/445-modding/ and I know mhann123 often visit TAL. :)

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sally R
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Post » Thu Feb 16, 2017 8:35 am

IIRC, did the last update, a few years ago - I asked Brasher for permission, and he was really cool about it and let me send him a copy. I could drop him a line and ask again. I could at least fix the ones conflicting with Snu's/BD.

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Javier Borjas
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Post » Wed Feb 15, 2017 4:41 pm

Hey, cool that you've seen this!

And do you have permission to make a replacer instead of a patch? I remember fixing something for myself in my copy, I could send it to you to have a look/use it. Then we could send it to TAL members, I might post there too, if you would't have enough time to fix more.

I fixed the Leyawiin bandit quest as that was easiest so you might even want to do it yourself if you prefer. I mobsified two weapons' stats in my copy, so should you prefer that I'll send it to you I would switch them back to vanilla beforehand.

Thanks, I'll do that once we'll fix what we can, if WalkerInShadows decide to have a look at it that is.

EDIT: edited OP to include info on Pest Control in Tortuous Cavern problem.

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Post » Wed Feb 15, 2017 9:54 pm

I edited the base esp and contacted him about it; he was interested, so I sent him a copy and he uploaded it. It's v1.6.

I also know what's wrong with Tortuous Caverns; that thing is a mess, and I didn't want to screw with it last time, because it's a huge amount of work to fix it. IIRC, one of the waypoints is missing from the AI packages, and that's why the NPCs are going all over the place and getting lost - all the others after that have the wrong numbers, so variables don't get incremented properly.

Aside from that, the rest looks pretty easy to fix. I could do it again.

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Sudah mati ini Keparat
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Post » Thu Feb 16, 2017 6:06 am

That's pretty cool to hear this!

Hmm, as for Tortuous Cavern it might probably be easier to just insert Follow AI package to those NPCs instead of waypoint system, but if that requires a lot of job with deleting and fixing those waypoints or something, maybe you could add a way to finish the quest by dialog? Just like that; or with a check how many hours passed => if more that one hour than player can complete the quest by talking to questgiver again. Or just a simple "I already cleared this region of enemies so they should not be a problem anymore" dialog with questgiver NPC, and that would end the quest as an alternative to trying to complete it the normal, painful way.

Anyway, no matter if you'll touch this or not, it would be excellent to have other fixes. This mod really adds much to the game.

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Post » Thu Feb 16, 2017 12:59 am

A follow package would be easier. He did the waypoints as a way of making sure you got all the way down, but a single trigger zone at the bottom would take care of that, like what I did with my Bounty Quest mod. I'll just do that.

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Rex Help
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Post » Thu Feb 16, 2017 7:43 am

You would be a hero if you fixed these remaining bugs in Fighter's Guild Quests. Well, you are already a hero for your fine work on Snu's so I guess this would make you a Superhero. :)

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Post » Thu Feb 16, 2017 7:55 am

Ah, yeah that's a good idea, looks like it will finally make that quest playable!

Bounty Quest? I used your Translation http://www.nexusmods.com/oblivion/mods/44899/?but Bounty Quest I wasn't aware of, so good that you mention it. I guess it's this: http://www.nexusmods.com/oblivion/mods/47425/?

Didn't saw a release thread here, and I don't always follow what with everything happening on the Nexus. It should be a good thing as thay seem to complement each other fine as far as I can tell from TES4Edit.

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Isaac Saetern
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Post » Thu Feb 16, 2017 12:26 am

Yeah, I just kind of quietly dumped it on the Nexus - I was so burned out by the time I finished it I just wanted to be rid of it. :P

I've already fixed most of the FG bugs - they were easy. Tortuous Caverns is a little harder; I have to go in there in game and see how the place is laid out, so I know where to put the trigger zones.

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Post » Wed Feb 15, 2017 5:20 pm

And I have commented on it's Nexus thread as user reported a problem. But I looked it up in xEdit and it looks fine to me, only I don't understand one line in a script so feel free to enlighten me once you'll have more time ;)

As for the Tortuous Cavern IIRC it's a huge place that goes FAR deep, but has two entrances. So might be enough to put only one trigger zone on the very bottom I guess.

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Shianne Donato
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