Oblivion

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The Elder Scrolls IV: OBLIVION

==================
Banes Guilds United
v 2.6
==================

By Bane
Updated with permission by dreamed1
03/24/13

1. Description
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Version History
6. Save games
7. Conflicts/Known Errors
8. Credits/Permissions received
9. Contact and Information
10. Legal Stuff/Disclaimer


===============
1. DESCRIPTION
===============

From the original readme:

Inspired by JQs 'Fighters Guild United' I expanded on the idea adding more to the other guilds and giving the Guild Leaders (and therefore yourself
when you become a Guild Leader) their own unique sets.

This is also another way of integrating great items into the game (something I am always doing.)
By no way are these models mine (I did do some re-texturing) and full credit goes to the original authors mentioned below.

Fighters Guild
--------------
As JQs mod.
Members have crimson iron armor/shield and crimson cape. Guild Hall Leaders have crimson iron armor with gold trim and black cape. Guild Leader has
unique heavy armor and a unique semi-powerful 2-Handed Sword. There's a chest in each Guild Hall containing a full set of the armor/shield/cape. The
Guild Leaders armor/weapon can be found in the masters chest in Chorrol when you become the guild leader.

Mages Guild
-----------
Members have robes in accordance with their rank or function in the guild. Alchemists have green robes. Enchanters have orange robes. Other spell
merchants have blue robes. Guild leaders have white and gold robes. Associates receive a shield-enchanted tan robe which may be taken from the guild
supply chest. All guild members of sufficient rank have been given a crystal staff. You can upgrade your mage's staff to a crystal staff if you want.
The Guild Leader has unique robes/hood/gloves and a semi-powerful unique staff, the robes can be taken from Traven, or when you become Guild Leader
everything can be found in the Arch-Mage's chest in the private quarters.

Dark Brotherhood
----------------
Members still have the standard Shrouded Armor, as well as a matching mask. A special Black-Hand Katana, Dai-Katana and arrows have also been added to
a chest in the Cheydinhal Sanctuary. The Guild Leader has a unique suit of light armor and a semi-powerful Katana and Dai-Katana which can be looted
from the Night Mother's resting place when you become Guild Leader.

Thieves Guild
-------------
There's no armor/uniform for thieves as they rely on their ability to blend in with the crowd. The Guild leader (The Grey Fox) however gets a unique
set of light armor, hooded cloak, mask and twin Katars, all of which can be found in the thieves den when you become guild leader.

Blackwood Company
-----------------
Not realy a playable guild (although you do join as part of a covert operation for the Fighters Guild). The members wear a standard suit of dark steel
armor which can be found in a chest at their guild hall in Leyawiin. The Guild Leader has a unique set of heavy armor and 2-Handed Axe (2 helms and 2
cuirasses included).

Necromancers Guild
------------------
As Miltiades "Mannimarco Revisited."
It has been added to this mod, just for those people out there that do not have it yet. This mod is a definite must. Members have the standard robes,
whereas 'The Chosen' (Mannimarcos personal guard found with him in Echo Cave) have upgraded Robes/Staves. Mannimarco himself has unique robes. All
this gear can be yours when you lay waste to them in the final mages guild quest. The version included is the latest version with all bugfixes.

All armors are no more powerful than regular Ebony (for heavy armor) and Glass (for light armor) same goes for the weapons.

===============
2. REQUIREMENTS
===============

None.
Elys' Universal Silent Voice is recommended.

If you are using OOO or FCOM, be sure to use the esp's in the OOO folder. See installation intructions.

========================
3. INSTALLING THE PLUGIN
========================

The archive is BAIN compatible, and it is highly recommended that you use BAIN to install/uninstall.
The archive is not OMOD compatible, and will not be made so.


The '00 Core' folder contains all the required installation files and 2 esp's - 1 for Banes Guilds United and 1 for Mannimarco Revisited

Note: The included version of Mannimarco Revisited is version 1.1 with the chargen and obse-crash fixes in place. The readme has not been
updated since 1.0 however.

--------------------------------------------------

If you are using OOO or FCOM, select the esp's in the '01 OOO'. Use only the Banes Guild UnitedOOO.esp, not the non-OOO esp in the core file.
For Mannimarco Revisited, the MannimarcoRevisitedOOO.esp is a patch file that should load after the base esp. You need BOTH esp's.

--------------------------------------------------

In the '02' folder are 2 optional wardrobe chest esp's.

The first is from Mannimarco Revisited. From the original readme:
"That plugin merely places a chest near the entrance in Echo Cave containing Mannimarco's clothes. 'MannimarcoWardrobeChest.esp' should only be used
for people who have already defeated Mannimarco but still want to have his new robes; or simply want a second set."

The second esp similarly places a chest in the Dark Brotherhood Sanctuary with the Shadow Master's gear and a chest in the archmage's quarters with the
archmage's staff and outfit. This plugin should only be used by those who have completed the Dark Brotherhood/Mage's Guild quest lines but want the outfits,
or simply want a second set.

Note that you can normally retrieve the archmage's gear from the archmage's enchanted chest as soon as the mod is loaded. However the script that runs on
the archmage's chest will remove all items from the chest once a day if you are already the archmage. So it's recommended to remove the items from the
enchanted chest as soon as possible if you are loading onto an existing save where you are the archmage. The wardrobe chest on the other hand will allow you
to take the items at any time.

If you use the Banes' wardrobe esp with the OOO version, you may need to use Wrye Bash's update master function to change the master from
Banes Guilds United.esp to Banes Guilds UnitedOOO.esp.

The wardrobe esp's can be disabled once you have the items in your inventory, if you choose.

--------------------------------------------------

The '03' and '04' folders are replacement meshes if you use an HGEC female body replacer. Choose either the C-Cup or the E-cup with BBB option.
These meshes will need to overwrite the meshes in the Core folder.
Note: A DMRA BBB conversion is also available as a separate download. http://oblivion.nexusmods.com/mods/42321

--------------------------------------------------

The '05' folder contains compatibility patches for various mods. With one exception, these are totally optional. These are bash-mergable patches that simply equip
mod-added NPC's with standard guild attire. Currently the mods patched are:
Stahlrim Village by DarkRider - Not Optional! (see note 1 below)*
Bruma Guild Reconstructed by Arthmoor
Choices and Consequences (2.0+) by Lingwei et al (see note 2 below)*
Fighters Guild Quests (1.4+) by David Brasher and the Fighters Guild Quest Team (see note 3 below)*
Kvatch Rebuilt (2.1+) by Kvatch Rebuilt Team
Origin of the Mages Guild (7.3+) by Giskard
L.A.M.E. (1.7) by bg2408
Integration - the Stranded Light (regular version 1.0a, not the "Integrated" verston) by bg2408 (see note 4 below)*

If you use these with the OOO version, you may need to use Wrye Bash's update master function to change the master from Banes Guilds United.esp to
Banes Guilds UnitedOOO.esp.

Notes:

1* There is a landscape conflict with Stahlrim Village and Mannimarco Revisited. The patch fixes that as well as outfitting guild members.

2* In addition to equipping the Fighters Guild trainers with guild attire, the Choices & Consequences patch also preserves faction checks at a couple points
in the mages guild quest line. It is mergable only with Cbash 0.6 or later, otherwise must be active and load late in your load order.

3* If you use my Guild Advancement mod, use the GuildAdvancementBGU.esp file. The Fighters Guild Quests patch is not needed as it is wholly included in
the Guild Advancement file.

4* The Integration patch only supports the regular version, that is the version which requires LAME and Race Balancing Project. That said, it only alters a
couple of NPC's, so if you use the "Integrated" (no requirements) version don't feel bad about skipping this one.

--------------------------------------------------

The Banes Guilds United file should load after any other mod that changes the inventory of guild npc's. BOSS is highly recommended.
You should add an "Invent" Bash Tag to the Banes Guilds United file, and always rebuild your bashed patch when you change your load order.


=====================
4. PLAYING THE PLUGIN
=====================

You can find guild uniforms, along with supplies, for the Fighters Guild and Mages Guild inside a guild supply chest in each hall once you join
the guilds. The supply chests also function as safe storage, with the exception that guild members tend to eat any food left inside the chests.
(The OOO version adds the uniforms to the existing guild storage chests). Also the Bruma Mages Guildhall will no longer have its chest after you complete the quest
"Information at a Price." There is 1 non-respawning chest in each guildhall, though you may have to hunt for some of them.

Once you have your mage's staff, you can talk to Delmar at the Chironasium about "Gem Staffs" if you want to convert your staff to one similar to the other guild mages.
The staff will be a levelled version of your own staff so you can also use this to upgrade from a lower level staff.

If needed for some reason, additional Fighters Guild armors can be purchased from Sabine Laul at the Chorrol Fighters Guild.

==================
5. VERSION HISTORY
==================

2.6
- Added Shield on Back Support, thanks to Nephenee13
- Fixed Fighters Guild equipment not being removed from an NPC during the More Unfinished Business quest
- Added patches for Stahlrim Village, LAME and Integration

2.5
- Adjusted stats for the FG Armor; added more health in most cases and adjusted a couple stats to bring them in line with vanilla armor progressions.
- Fixed a couple minor typos

2.4
- Placed Blackwood Master's chest in Rizakar's room
- A couple more minor inventory changes
- Condition checks modified in the Choices & Consequences patch
- Added patch for Origin of the Mages Guild

- Several changes to the OOO version:
- Added yet another FG cape variant that covers both amulet & tail slots (like the original mod) to prevent FG porters and a couple NPC's from equipping 2 capes
- Numerous inventory changes to preserve as many unique items from both OOO and Banes Guilds as possible
- In-game chests converted to Harvest Containers

2.3
- Added the ability to convert your mage's staff to a gem staff like other guild mages.
- Players will now receive the corresponding robe when they attain the rank of Magician and Master-Wizard in the mages guild.
- Changed the enchantments on those robes to be more in line with their reward status.
- Fixed Blackheart Boots being assigned to the wrong slot.
- Fixed a couple quest-related NPC's not having gear assigned.
- Added an archmage's wardrobe chest to the optional file.
- Updated the Choices & Consequences patch to preserve faction checks at the 2 changed points in the mages guild quest line.

2.2

- Made some changes to the Fighter's Guild capes. There are now two versions. The basic cape will occupy the amulet slot. There is also a tail-slot
version available inside the supply chests. It has a (T) at the end of the inventory name.
- Also moved the compatibility patches inside the main installer archive.
- 2.2.1 updated the readme to correct install instructions for OOO/FCOM users.

2.1

- Added HGEC support, thanks to Nephenee13

2.0

- dreamed1's original update

The changes are almost too many to list. The original mod was very incomplete in it's treatment of the mages guild and often resulted in naked mages.
The naked mage thing has been fixed. Additionally, a system has been applied to outfitting guild members in accordance with their rank and function
in the guild. Vanilla Oblivion implies a system of robes and staffs dependent on rank, but few guild members are actually outfitted with robes or
staffs. That's all taken care of now. The original mod also overwrote several vanilla resources resulting in compatibility problems. That's been fixed.
The original mod used a highly unoptimized version of Rinzei's staffs that caused noticable lag in loading. I've updated the mod to use Rinzei's newer
optimized gem staffs.

There were also problems with the masks in the original mod. Those have been fixed, with the exception that masks will not fit properly on beast races.
The shrouded hood is no longer replaced by a mask. An unenchanted mask has been added so you can wear it in addition to your hood and armor.

I also added some supplies (potions, soul gems, repair hammers) to the supply chests and made them non-respawning so they can be used as storage chests
similar to what's in OOO.

Also added an OOO-compatible version. The main conflict was in the guild storage aspect of OOO, where some of the chests overlapped. So I simply moved
the uniforms to the existing guild storage chests.

There were a ton of wild edits, missing resources, etc. in the original mod. Every effort has been made to track down and eliminate those problems.
The result was going through each record line by line in TES4Edit, and each folder and file by hand to make sure everything is correct.

1.0

- Bane's original release

===============
6. SAVE GAMES
===============

This mod should be safe to add to existing games, but be aware that Mannimarco Revisited is highly recommended for new characters who haven't run
the mage's guild questline yet. It's best to use BAIN to manage any installs, as the likelyhood of overlapping resources is fairly high.

If you have already completed the Mage's Guild or Dark Brotherhood quest lines, you can use the optional wardrobe chest esp's to get the unique outfits.
Once you have the items in your inventory, you can disable the wardrobe chest esp's. See installation instructions above.

============================
7. CONFLICTS / KNOWN ERRORS
============================

Most conflicts can be resolved by ensuring that Banes Guilds United loads after any mods that alter guild NPC's inventory, and adding an Invent bash
tag to import the records into your bashed patch.

OOO/FCOM users should use the OOO files.

While I believe everything is fine, and have been using this in my own game without issue for some time, please inform me if you encounter any missing
meshes, textures, etc. or if you find any conflicts with existing mods that aren't fixed by adjusting load order and rebuilding the bashed patch.

If you run any mods that add NPC's to any of the guilds and you would like compatibility patches added for them, please let me know,
I'm happy to do it.

=================================
8. CREDITS / PERMISSIONS RECEIVED
=================================

Thanks to Bane for the original mod, as well as allowing me to update it.
Thanks to Nephenee13 for the HGEC conversion meshes

Credits for the original resources go to:
JQ (http://www.rubyblade.com/tes)
Najaknevrec and Miltiades
Gweydeon
Lamayo
Skeleton K
Dall
Cryo
Severian
Ravage
VA
Rainkiller
Brachial
Andro21
Rinzei
Kafei
MC

==========================
9. CONTACT AND INFORMATION
==========================

Contact dreamed1 via PM at the Nexus or Bethsoft Forums for any issues relating to this mod.

=========================
10. LEGAL STUFF/ DISCLAIMER
=========================

This is not originally my (dreamed1's) mod. It was created by Bane (bloodchylde) and I received permission from him to update it. You may not alter,
fix, reuse or reupload this mod in any way shape or form. You MUST contact bloodchylde if you wish to alter his original mod, and myself if you wish
to alter or re-host this version of the mod.