available as of 12-30-09
Previous thread: http://www.gamesas.com/bgsforums/index.php?showtopic=972311&hl
Download Link: http://www.tesnexus.com/downloads/file.php?id=14560
Migck has returned! to offers the next installment of Choices and Consequences.
From the 2.0 readme:
STREAMLINED VERSION OF Choices and Consequences
-------------------------------------------------------------------------------------
Choices and Consequences Updated
Version 2.0+ Readme:
-------------------
Original Authors: wsrowland, http://www.tesnexus.com/modules/members/index.php?id=426677, Showler
Further modified by: Migck, Gabba
Version: 2.01
Category: Guild/Factions
Date: 30/12/09
Contact: (migck) miguel501@gmail.com
(gabba) on the Bethesda forums
Contents
Description
Choices and Consequences
Installation
Compatibility
Changelog
Credits
Licensing
This mod requires Cobl!!!! Cobl stands for Common Oblivion Library, you can download it at PES or TESNexus:
http://www.tesnexus.com/downloads/file.php?id=21104
Its is also more than recommended that you install Obse and Elys Universal Silent Voice:
http://www.tesnexus.com/downloads/file.php?id=16622.
Since version 2.0, miguick changed a few things like deprecating support for Enhanced Quest Roleplaying. The mod grew too confusing because of his mistakes, and he found EQR was a headache to support due to being so complicated and incompatible. So he centered on the original Choices and Consequences, in overhauling the FG and MG.
IMPORTANT: Don't mix compatibility plugins form other versions like 1.3 of Choices and Consequences with the ones in v 2.0+ package.
Description:
This mod overhauls the FG and MG so that you will need reputation and the proper skills to advance in them, and demonstrate that you posses them.
A bit of History:
wsrowland released Enhanced Quest Roleplaying quite some time ago. It changed a few Oblivion quests to have more paths to complete.
Along came Lingwei, who overhauled it into a new version 2.0 with new quest paths and more quests overhauled. It was updated up to 2.03
Lingwei then started working into a new mod, Choices and Consequences, which was to merge EQR with his new guild advancement system and changing all the vanilla quests so that they would have a toggeable quest arrow, thanks to the power of Cobl. He also included new quests for the Dark Brotherhood and bundled the Villagers mod into it. He had great plans for making the vanilla Oblivion quests worth playing with new Choices... and Consequences Showler helped greatly in the updating of this mod, which reached version 1.31
But eventually, Lingwei grew tired of having to fight against Oblivion's poorly designed quests to make them interesting, and the merge with EQR ended being only partial and not well optimized. He left modding Oblivion and switched to Fallout 3.
At that time, the mod had no serious bugs. However, the new quests for the Dark Brotherhood were quite broken, and the mod could do with some optimization.
And here is where migck entered the scene. Merged all possible fixes from the UOP and USIP, chopped down the broken quests and the bundled Villagers mod, and added some new functionality. At first he completely merged C&C with EQR, creating C&C&EQR and forcing users to do a clean save from previous versions.
This was a mistake which he reverted in the first update, C&C&EQR 1.1 but then heI irresponsibly disappeared for months, after having created almost more trouble than solutions.
Along came Gabba, doing another update, C&C&EQR 1.2 and giving some hope to the users of this mod. But the release thread soon became dead after Gabba also disappeared, but I finally came back to this mod.
Choices and Consequences:
Note that since version 2.0 the name of this mod may be very misleading because it doesn't actually add any new ways of completing quests. But it was originally named such by Lingwei, so it remains like that. Version 2.0 is not as much as 'newer' as it is more tested and streamlined to reduce potential conflicts, and it lacks some features from previous versions.
Most of what follows is quoted from the original readme:
This mod centers on the Mages and Fighters guilds, changing them so that you will need to reach a certain proficiency in skills before being allowed to advance in rank. It bases on faction reputation + skill requirements.
To get the new features speak with a Mages Guild hall head about certification, and Raminus Polus about faction reputation for the Mages guild. Speak with either Vilena Donton, Azzan, or Burz gro-Khash about Fighters guild accreditation and faction reputation.
Mages Guild Quest and Advancement Changes:
A major complaint about the Mages Guild was the fact that in the course of the questline you had to cast almost no spells at all. Most of the questline was about killing necromancers or undead and so a fighter could complete the questline just as easily as mage, if not more easily. Furthermore it seemed somewhat silly that a person could just walk in off the street, complete 8 or so tasks for the guild and then be named Arch-Mage for it over the heads of the many mages who have far more experience and magical talent. Choices and Consequences addresses this in two ways. The first is with a faction reputation system, the second is with magical skill certification (aka skill requirements). These two elements now play the most important part of advancement in the Mages Guild.
Faction Reputation - Faction reputation represents your standing in the guild and is gained by completing minor jobs for the guild. It recognizes how much dedication you have proven to the guild. You gain reputation by undertaking repeatable minor jobs for different members of the Arcane University. The jobs include collecting alchemical ingredients for the Lustratorium, collecting soul gems for the Chironasium, killing necromancers and conjurers and taking their robes to the practice rooms, finding and donating rare skill books to the Mystic Archives, and closing Oblivion gates. Furthermore the targets in the practice area have been altered so that casting any spell (even a player made one) at them will also increase reputation. Finally your gain a larger amount of reputation for completing the original Mages Guild quests. You can see your current Faction Reputation, and the number of certificates turned in by using the Faction Reputation token in the Cobl Options box.
Magical Skill Certification - Magical Skill Certifications have been implemented throughout Cyrodiil in order to ensure that only mages of high proficiency are able to rise in rank. There are 4 different certification levels (apprentice, journeyman, expert, master) for each of the magic schools that you can be tested upon. Once you have passed a certain rank you will be granted a certificate that you may turn in to Boderi Farano in the Mystic Archives in order to have your Mages Guild certification record updated. In addition to this each certificate grants you a small reward (that grows more powerful the higher the skill level), and an extra powerful bonus for when you manage to obtain all seven certificates for a particular level of mastery. Choices and Consequences differs from other skill requirements mods in that in order to pass the certification test you will actually need to show the guildhall heads that you are capable of casting the spell, thus you will be physically demonstrating you are capable of casting the spell rather than simply a skill check in a dialogue option (immersion + + ).
Once you have obtained the required number of certificates to advance, and also the necessary faction reputation, you will be eligible for advancement. Once you have advanced you will then be given a special assignment that you will need to complete. These special assignments constitute the original Mages Guild questline. Note that once you have a special assignment you will need to complete it before you are eligible for advancement again. This approach combines the repeatable minor quests model of Daggerfall with the static story driven quests from Morrowind and Oblivion in order to create the best of both worlds.
Fighters Guild Quest and Advancement Changes:
The Fighters Guild undergoes a change similar to the Mages Guild. While the Fighters Guild questline did not suffer from such an identity crisis as the Mages Guild (since fighters like to fight) the lack of dedication to the guild and apparent lack of caring about skills also stood out.
Faction Reputation - Faction reputation in the Fighters Guild is gained through collecting the ingredients and remains of dead hostile creatures, killing bandits and marauders and delivering their severed fingers, sparring with a trainer, and killing daedra and delivering their remains. Faction reputation is also gained by completing the Fighters Guild accreditation system (skill requirements). This differs it somewhat from the Mages Guild. You can see your current Faction Reputation, and the number of certificates turned in by using the Faction Reputation token in the Cobl Options box.
Skill Accreditation - The Fighters Guild skill accreditation system works similar to the Mages Guild in that you will need to acquire enough diplomas before you are able to advance in rank. However acquiring these diplomas is more difficult than in the Mages Guild. The Fighters Guild will require you to take a test administered by an examiner in order to prove that your skills are up to scratch. You'll need to fight matches with the Blade, Blunt, and Hand to Hand examiners. This differs from the Arena in that these fights are not to the death. Instead if you become too weak then the examiner will stop
the fight and you will have to try it again. Similarly once he becomes too injured he will give up and award you your diploma. If he does have to stop the fight because you are too hurt then you will also lose some reputation for failing your test. The Block and Armour examiners will ask that you simply take their attacks for a limited amount of time, if you become too hurt then they will also stop the match and you will lose some reputation. Finally the marksman examiner will carry you to a new archery range under the Chorrol Fighters Guild tower in which you'll have to pass a marksman challenge which includes 'phasing' targets, which will appear and disappear randomly
Thieves Guild - Finding the Thieves Guild now requires that you do some work first. You can no longer walk into the middle of the meeting unannounced and join the guild, because the meeting won't take place until someone tells you about it. There are easy ways to get the guild's attention, though.
Toggleable Quest Arrow and Directions - The quest arrow for the MG and FG quests is toggleable through the Cobl Options box. Choices and Consequences also adds in new dialogue that gives the direction of the where you need to go for some guild quests.
BSA Archive - The BSA contains many assets lend by various modders, which are used for the guild rewards you will be getting upon reaching high certificates in your skills.
Installation:
To intall, drag Choices and Consequences.esp and Choices and Consequences.bsa to the Data folder. There are compatibility plugins for Strategy Master's Orrey Plugin Refurbish and OOO in the Compatibility folder. You can also use Bain, the archive is Bain-Ready. If you were using previous versions 1.x of Choices and Consequences, overwrite with the files here. Note that this mod no longer has the Dark Brotherhood sanctuary at Bruma nor the Villages mod present in Choices and Consequences 1.x, so make sure you don't have anything there before upgrading from Choices and Consequences 1.x to 2.x
Uninstallation
Just delete the files, there are no ill-effects.
Compatibility:
This mod alters almost every vanilla guild quest in order to make the quest arrow optional. This means that the chance of conflicts with other mods is quite high. For this reason it is suggested that you load Choices and Consequences early on in your load order so that any other mod you have that alters one of these quests takes priority.
Unofficial Oblivion Patch fixes were merged in by ElminsterEU, and further merged by me.
Choices and Consequences will conflict with the mod Guild Skill Requirements. You should disable that mod if you wish to run Choices and Consequences.
There is a compatability plugin for OOO which fixes some quests and object positions, and gives new ways for using the stuff from OOO into C&C.
Other than that it is currently unknown. If there is then play with the load order. Choices and Consequences should be loaded high if you want your other mods to have their effect upon quests. If there is a major conflict with a mod that you really love then email me and I'll see if I can do anything to sort it out.
Changelog:
1.0 - Differences from original Choices and Consequences v 1.31:
- Many untested and unnecessary features of the mod have been remvoved including the villages mod bundled in C&C and the Bruma Dark Brotherhood Sanctuary and associated quests.
- The script on bandits and marauders has been removed to prevent incompatibilites and the need for compatibility patches. Instead a finger is added to their corpse allowing you to turn it in to Right-wind at Bruma for cash and reputation. It works very similar to the Lawbringer perk from Fallout 3.
- The guild apprentice bonuses to strength and intelligence have been changed to increasing the associated skills by 1 point each if they are under 90.
- The mod has been refixed with the newest versions of UOP and USIP.
- Several missing models that were removed due to earlier texture path problems have been added back in:
- FG master armours and Hoar's Bulwark shield use Forgotten Shields models by Painkiller
- FG Sequence sword and helm of Diagna, MG shield of the Spninxmoth use Pegasus models by Gorgonzola300
- FG Peril bow and Route sword use models by Nicoroshi
- MG Trebonius staff use Blue Crystal Staff models by Jannix Quin
- FG Adonai Molag mace uses Sauron Mace models by Cultbrain.
1.1 - 10/4/2009
- The mod has been reseparated in two and the filenames have been reverted to the originals. Sorry for all the trouble.
- Fixed a bug that allowed the player to take accreditation tests in the FG before joining.
- FG tests for armor now make the player unable to do anything for as long as the test lasts, and he is equipped with appropiate armor in order to be tested.
- Similarly, FG tests for block will make the player unable to do anything except blocking with provided shield.
- Updated the compatability plugins. Now EQR and C&C have their own ones. The OOO plugin for C&C now allows loads of OOO animal remains to be turned in for cash and reputation.
- Boderi Farano has been made essential. Killing her would mean you would no longer be able to advance in rank in the Mages Guild.
- Loads of tiny fixes here and there, forgot to take note of them all, so maybe I've forgotten/screwed something, sorry
1.2 by Gabba: fixed topics not showing up if you already had joined the guilds before activating the mod, and other minor fixes; see readme in the download for more details.
2.0 - 29/12/2009:
-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 skills of the weapon testers now matches yours.
-Altered the tests once again:
-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.
-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.
-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.
-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.
-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 recommendation 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 if you hadn't done that recommendation quest.
-Revamped the MG reward spells to make them much more powerful.
-Removed changes to vanilla quests, like written directions and the like. Only guild quests are affected now.
The jobs for the guild now give much less reputation, to avoid easy exploits.
-Deprecated the MMM plugin. Sorry, but it just added to little to the mod, maybe I will figure how to take advantage of MMM better in the future.
-Removed the silent voice files, use Elys USV instead.
2.01 - 30/12/2009:
-Armor and block tests now really use custom dummy daggers with 0 reach and damage. No more jacking around while being tested.
-Made the test shields playable and non quest items, it was a severe mistake to make them unplayable.
-Fixed minor (but potentially CTD cause) bugs in these tests.
-Re-added an optional silent voice BSA for people not using Elys USV.
-Rebalanced the enchantments... more or less.
Credits
Huge thanks to showler for the bug fixing in version 1.2.
ElminsterEU and devakm for the compatibilty patch, and for also helping to clean up the mod.
Nazz and thwhip - for beta testing, these two guys helped catch a major flaw with the magicka system that could have upset the mod a lot, as well as made numerous suggestions to improve the mod.
thePOSTALdude - for his 9 second silent mp3s and lip file.
dtom - for his modding tutorial which helped me learn how to mod.
WillieSea - for inspiration and being the number one helpful guy in the CS forum .
Wsrowland - for starting off Enhanced Quest Roleplaying which this mod arose out of.
(These people contributed to the original version but unfortunately there were problems with the path files, and so that version is no longer available)
Gorgonzola3000 - for Pegasus sword meshes and textures.
Painkiller Rider - for shields and armour meshes and textures.
Cultbrain - for the Sauron's Mace meshes and textures.
Nicoroshi - for the Dread Doomshard bow and Daes Rakan sword meshes and textures.
Phitt - for the closed steel helm meshes and textures.
Jannix Quinn - for the Blue Crystal Staff (aka Trebonius' Staff) meshes and textures.
Robert_evrae - for the ice glass textures.
Martinb and cd470 - for the villages of Beram, Storlien and Fort Turjak.
Kivan and Quarn - for the Unoffical Oblivion Patch fixes that I used in the mod.
Kivan and Povuholo - for the tutorial that allowed me to create sound files without needing to include 1000+ mp3 files.
Taliesin - for the scripting to collect all of the items that you have in one go.
Sneakstep - for the main quest reconsideration mod that is integrated in this mod.
Everyone on the official forums for your support and ideas.
VaultDweller and RPGCodex for design advice.
Bethesda for making the game.
You for downloading this mod.
Licensing
Anyone who wants to alter the mod can contact Lingwei by email or pm. If he doesn't respond then feel free to do what you want.
------------------------------------------------------------
Original version 1.3 Readme:
----------------------------
The original Oblivion had some complaints regarding some of its aspects. Choices and Consequences will try and address some of these complaints.
*Mages and Fighters Guild advancement changes - faction reputation + skill requirements
*Quest arrow & journal changes - the first mod to add in written directions to replace the quest arrow
*Dark Brotherhood additions - A new sanctuary for Bruma along with three Dark Brotherhood exclusive sidequests quests in the above style plus an extra quest to deal with the sleeper agents of the Mythic Dawn.
Note that the current version works with either new games or preexisting games, however it is still recommended that you start the mod with a game in which you have not joined one of the guilds yet in order to get the best experience.
Faction Reputation - Faction reputation represents your standing in the guild and is gained by completing minor jobs for the guild. It recognises how much dedication you have proven to the guild. You gain reputation by undertaking repeatable minor jobs for different members of the Arcane University. The jobs include collecting alchemical ingredients for the Lustratorium, collecting soul gems for the Chironasium, killing necromancers and conjurers for the practice rooms, finding and donating rare skill books to the Mystic Archives, casting specially made spells from the Praxographical centre, and closing Oblivion gates. Furthermore the targets around the University have been altered so that casting any spell (even a player made one) at them will also increase reputation. Finally your gain a larger amount of reputation for completing the original Mages Guild quests.
Magical Skill Certification - Magical Skill Certifications have been implemented throughout Cyrodiil in order to ensure that only mages of high quality are able to rise in rank. There are 4 different certification levels (apprentice, journeyman, expert, master) for each of the magic schools that you can be tested upon. Once you have passed a certain rank you will be granted a certificate that you may turn in to the Mystic Archives in order to have your Mages Guild certification record updated. In addition to this each certificate grants you a small reward (that grows more powerful the higher the skill level), and an extra powerful bonus for when you manage to obtain all seven certificates for a particular level of mastery. Choices and Consequences differs from other skill requirements mods in that in order to pass the certification test you will actually need to show the guildhall heads that you are capable of casting the spell, thus you will physically demonstrating you are capable of casting the spell rather than simply a skill check in a dialogue option (immersion++).
Once you have obtained the required number of certificates to advance, and also the necessary faction reputation you will be eligible for advancement. Once you have advanced you will then be given a special assignment that you will need to complete. These special assignments constitute the original Mages Guild questline. Note that once you have a special assignment you will need to complete it before you are eligible for advancement again. This approach combines the repeatable minor quests model of Daggerfall with the static story driven quests from Morrowind and Oblivion in order to create the best of both worlds.
Faction Reputation - Faction reputation in the Fighters Guild is gained through collecting the ingredients and remains of dead hostile creatures, killing bandits and marauders, sparring with a trainer, and killing daedra and delivering their remains. Faction reputation is also gained by completing the Fighters Guild accreditation system (skill requirements). This differs it somewhat from the Mages Guild.
Skill Accreditation - The Fighters Guild skill accreditation system works similar to the Mages Guild in that you will need to acquire enough diplomas before you are able to advance in rank. However acquiring these diplomas is more difficult than in the Mages Guild. The Fighters Guild will require you to take a test adminstered by an examiner in order to prove that your skills are up to scratch. You'll need to fight matches with the Blade, Blunt, and Hand to Hand examiners. This differs from the Arena in that these fights are not to the death. Instead if you become too weak then the examiner will stop the fight and you will have to try it again. Similarly once he becomes too injured he will give up and award you your diploma. If he does have to stop the fight because you are too hurt then you will also lose some reputation for failing your test. The Block and Heavy Armour examiners will ask that you simply take their attacks for a limited amount of time, if you become too hurt then they will also stop the match and you will lose some reputation.
Dark Brotherhood - To date this is the only mod that has added any real extra quests for the Dark Brotherhood. While two major Dark Brotherhood mods (that I know of) were attempted neither of them released anything. All three Dark Brotherhood sidequests are made in the same spirit of the original, while you can attempt to run in with all swords swinging the rewards (and quests themselves) will be much better if you exercise a little bit of rogue style investigation and sneakery. Also for the first time ever you can now choose to instead allow your targets to live and see what they offer you for sparing their lives. The new Bruma Sanctuary is the home of the three NPCs who will give you one sidequest each...in completing the quests you should learn a little bit more about their past and personality.
Toggleable Quest Arrow and Directions - The final major part of the mod will deal with the journal and quest arrow. These features have been criticised for being 'dumbed down'. I'm going to dumb them up. The quest arrow will be made toggleable by a spell. While mods to get rid of the quest arrow came out within days of Oblivion's release there were almost no directions within the game that the player could follow. Choices and Consequences will add in new dialogue that gives the direction of the where you need to go. It will also remove some of the more redundant journal entries (e.g you are at Cave X, you should go inside - well duh).
Compatibility - see the readme for important info about compatibility.
Credits
Huge thanks to showler for the bug fixing in version 1.2.
ElminsterEU and devakm for the compatibilty patch, and for also helping to clean up the mod.
Nazz and thwhip - for beta testing, these two guys helped catch a major flaw with the magicka system that could have upset the mod a lot, as well as made numerous suggestions to improve the mod.
thePOSTALdude - for his 9 second silent mp3s and lip file.
dtom - for his modding tutorial which helped me learn how to mod.
WillieSea - for inspiration and being the number one helpful guy in the CS forum .
Wsrowland - for starting off Enhanced Quest Roleplaying which this mod arose out of.
(These people contributed to the original version but unfortunately there were problems with the path files, and so that version is no longer available)
Gorgonzola3000 - for Pegasus sword meshes and textures.
Painkiller Rider - for shields and armour meshes and textures.
Cultbrain - for the Sauron's Mace meshes and textures.
Nicoroshi - for the Dread Doomshard bow and Daes Rakan sword meshes and textures.
Phitt - for the closed steel helm meshes and textures.
Jannix Quinn - for the Blue Crystal Staff (aka Trebonius' Staff) meshes and textures.
Robert_evrae - for the ice glass textures.
Martinb and cd470 - for the villages of Beram, Storlien and Fort Turjak.
Kivan and Quarn - for the Unoffical Oblivion Patch fixes that I used in the mod.
Kivan and Povuholo - for the tutorial that allowed me to create sound files without needing to include 1000+ mp3 files.
Taliesin - for the scripting to collect all of the items that you have in one go.
Sneakstep - for the main quest reconsideration mod that is integrated in this mod.
Everyone on the official forums for your support and ideas.
VaultDweller and RPGCodex for design advice.
Bethesda for making the game.
You for downloading this mod.
Licensing
Anyone who wants to alter the mod can contact me by email or pm. If I don't respond then feel free to do what you want.