Ultimate Guild Experience?

Post » Tue May 08, 2012 4:02 pm

As I slowly but surely get closer and closer to starting up my first serious new Oblivion playthrough in years, I am wanting to make sure I have the most perfect mod combination as possible.

SO, for the ultimate guild experience, I have the following selected:
- David Brasher's Mages Guild Quests
- David Brasher's Fighters Guild Quests
- Origin of the Mages Guild
- Fighters Guild Contracts
- Thieves HQ - Unhealthy Competition
- A Brotherhood Renewed
- The Lost Spires
- Integration: The Stranded Light

Anyone have any additional suggestions, or know of any potential problems with the selection I posted?
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J.P loves
 
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Joined: Thu Jun 21, 2007 9:03 am

Post » Wed May 09, 2012 4:29 am

Choices and Consequences?

Make sure you use the latest version though, as many have reported issues with it functioning correctly.

Also, while I don't use them personally, I have heard that Giskard's mods (Origin of Mages Guild etc.) are supposedly http://cs.elderscrolls.com/index.php/TES4Edit_Cleaning_Guide, and might require some tweaking to make it work with other mods. They also conflict with a lot of other mods.
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Kirsty Wood
 
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Post » Tue May 08, 2012 9:41 pm

Thanks for the input! Hmmm from the C&C readme though, "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." -- any mod that says "chance of conflict with other mods is quite high" kinda scares me off from it, you know? I'd definitely want to check it out if I were playing with only a few mods, but since my mod list is starting to get rather gigantic, I want to avoid any mods that have a high chance of conflict... plus I don't like that it messes with quest markers. If I wanted to mess with quest markers, I'd get a separate mod that disables all of them.
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Hayley O'Gara
 
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Post » Tue May 08, 2012 4:13 pm

I love C & C, personally. I use it with a bunch of other mods, including the big ones that it really seems to conflict with: Realistic Fatigue and Enhanced Economy. Here's the thing about it: the mage's guild part of the mod works. No problems, period. The fighter's guild exam system is the part of the mod that can give problems and it seems to be related to the spell timer not firing correctly. So here's what I do:

1. Use it.
2. ALWAYS make a regular save (not a quick or auto save) before I talk to the examiner to take a test.
3. Take off my Inventory-is-a-backpack pack and set it someplace safe so I don't lose my inventory, if that's applicable.
4. Take the test. If the spell system/script fails at any point (and it does a little less than half the time), reload the save and try again. I've never had to reload more than twice for it to work properly.
5. Once I have my diploma, save again. Exit and reload, to reinitialize enhanced economy.

Works for me.
As for the quest markers, I never noticed it before you mentioned it. Unless I'm mistaken, all it does is make them togglable via the cobl options menu. :shrug:
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Jenna Fields
 
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