It will be best if I start with an apology to everyone who trusted me to work into this mod.
I'm afraid I grew a bit too detached from everything, but I came back to modding a couple of months ago. I had forgotten about the inner workings of this mod, so I just couldn't drag myself to learning everything again...
But you wouldn't believe what can you achieve with the CS wiki and too much free time.
So after finishing my other mods, I finally convinced myself to work into this again. I've read the previous thread and this one, and I think I've catched most of the issues in Choices and Consequences. However, I still haven't got round to Enhanced Quest Roleplaying, I'm not even using it. The reason is its a most incompatible mod, simply because it touches the vanilla quests. I've come to the conclusion its much better to make your own quests than trying to alter the very limited and borked ones from the game. While I found EQR very attractive when I knew less about modding, it was a mistake from the start to work with it. See the results: I have probably created one of the most confusing projects out there, and it will probably continue to be forever. But what's done is done, so I'll deal with EQR at its right time.
My efforts have gone to Choices and Consequences. I have a new version, built from the fixed version by Gabba. I have decided to name them 2.x versions, which may help to erode some of the confusion... or maybe not. Here is the basic changelog of what I've done:
-Altered the equipment of the Fighters Guild Examiners:All of them use silver weapons now, to avoid exploits with resist normal weapons.Blade and blunt testers get a helmet and shield.Block tester uses a warhammer.Armor testers use maces.The skill of the weapon testers now matches yours.-Altered the tests once again:In all the tests, invisible barriers will be placed to prevent you from escaping until the test ends.In the armor tests you can move around, but the space is small and you have no weapons. The idea is of you trying to dodge/evade some of the blows instead of having to take them all, which would make the tests much more difficult to complete. You get equipped with a dagger non-unequippable to avoid you using H2H. You can block with it, though the damage you receive is the same.Removed an accidental dependance on Obse. DisableControl is not vanilla command...Instead of Obse, I have restrained the player with collision boxes. DisablePlayerControls also disables the AI, so I couldn't use it.All your items are removed upon starting the test and you are equipped with appropriate gear to face the examiners. TRY NOT TO WEAR EQUIPPED ENCHANTED QUEST ITEMS BEFORE STARTING THE TEST, OR ELSE YOU WON'T BE ABLE TO EQUIP THEM AGAIN. NO EASY WAY OF FIXING THIS, SORRY.Once the test is over, all your items are returned to you.You fight the H2H examiner equipped with the same robe he uses, and nothing more.In the block test you only have a shield, a robe and a dagger which is just a placeholder for the shield to show up on you. It breaks with one hit, so you'd better limit yourself to blocking.In the weapon tests you don't get armor but an enchanted robe instead, and you use regular fine steel weapons (vs. the examiners' silver weapons). Moving quickly and striking fast is more important, as you don't have as much protection as the examiners.Weapons and shields used for training and tests are now worthless, in case you had funny ideas.And now, the big surprise:In marksman tests you use a training bow with 0 damage, some arrows, and a plain robe for not feeling naked. The examiner will no longer report you have failed if you get to far away from him while traveling to the firing spot, but only once you reach it.The fun thing now is the test itself. It is no longer carried outdoors but in a basemant under the fighters guild tower.Once the test starts, the three targets in front of you will disappear and appear totally randomly, but there's always one of them in sight. The higher the skill you are being tested for, the faster this will happen. Its as simple as wacko!-No longer does this mod alter NPCs directly, those changes are now scripted.-All the guild reward items have their bonus abilities and spells handled by the same script now, in a much more reliable way.-The bandits fingers are now handled with one script and one item less.-The FG sparring faction now has special combat flag, should help in avoiding other members attacking the examiner.-Added track of the number of diplomas you have turned in for each skill in the Cobl options menu. Note that it will only work with the diplomas you turn in from this version onwards, previous ones can't be detected unfortunately.-You will now need to have the corresponding skill perk to be eligible for the Mages Guild's magic skill accreditation tests.-All the reccomendation quests now require either the apprentice certification, or in some of them you have the possibility of paying a 500 fee to overcome them entirely, as before. Also unlocked some Sulinus Vassinus dialogue in the Skingrad Mages Guild.
There's a lot more, like script fixes and misc fixes to almost everything. I can't say its perfect though, its far from it, but at least I want to make it as good as possible.
So, if anyone has any suggestions before I release it (like how I'm supposed to release this, I don't even know which would be the less painful method, or things like "go to hell, migck"), I'd like to hear.