I regret that I don't have time to support any Oblivion mods anymore. It's unfortunate that what was once a vibrant community has been largely eroded to a market of mere creators and users, instead of a group of people interacting on a regular basis through forums and chats to make our games more fun and varied. Along with that community a lot of basic knowledge has been lost too. What I can say is if you don't have the patience to follow good modding practices for each individual game, which for Oblivion would include things like keeping frequent saves, clean saving, being willing to revert to previous saves and lose dozens of hours of progress etc, then you are best skipping mods altogether, particularly ones which rely on Bethesda's buggy scripting engine. Feel free to comb through old comments for guidance; although there is a notable shift in tone over the last few years. At any rate I have always been generous in my permissions and if anyone feels like taking any of my mods and improving on them, that route has always been available. Finally, I have always viewed my mods as communal creations and have never asked for or accepted donations of any kind. But if somehow I have added anything of enjoyment to your Oblivion experience and you wish to give back, please consider donating to cancer-related causes and send positive thoughts and prayers towards my family. Thank you.
I'm sorry if it's unkind to leave a "Does a different version of this mod exist" under a mod's comments, but while I LOVE the certifications needed to advance, I really really dislike having a high number of added quests to my game. Would anybody know if there's a version that only keeps the tests (Which already feel enough of a pace-breaker), or otherwise know how to get rid of all the extra quests from this mod itself?
You need those mods because they add in the extra jobs that this mod requires you to do so you can advance. Otherwise you'd either just be playing vanilla or you'd never be able to advance.
But wasn't the whole point of this mod to add a kind of softlock on the player's progress until they've grinded up their skill in a particular magic school? That can be done in vanilla, sure, but vanilla doesn't have the softlock.
After playing the mod more, I get your point. I really do not like the mages guild and fighters guild added quests. Some are ok but others are just a clusterfuck. Skill advancement being needed to move up is great. I wish that was a standalone feature without requiring the additional quest mods.
I love this mod, especially for the changes it makes about the Fighter's and Mage's Guilds except for the part where the PC needs to kill 5 NPCs to get access to the Dark Brotherhood (I know that from a game perspective that's easy) you said "It only takes a single murder to gain the attention of this notorious organization" what else?
Hahaha sorry, but I recently was trying something related to the Dark Brotherhood I completed Mephala's Quest (2 assassinations at once) and when I didn't get the visit of Lucien I was like: "what happen??" (it was painful to visit my whole mod list and try to figure it out which one was doing the thing)
then after a long quest involving a lot of google finally I tried to search for the script using xEdit that changes the requirements for DB Initiation to start (SCRIPT: 0002D078) and finally, it gets to my attention that your mod, fortunately, changes that script, then I determined that it was your mod so I decided to change the value for my own use, which in fact anyone can do by loading this mod into xEdit and searching for the Global reference FormID: 390158E3 there you only need to adjust the Value number from 5 to the number you prefer that way you don't need to use console commands every time you play a new game I personally adjusted that to 'only' 2 assassinations
Love this mod but it looks like there is a minor conflict with the Unofficial Oblivion Patch, which edits MG00Join by adding a script that adds the player to the Arcane University faction upon reaching stage 100. Guild Advancement edits this quest without passing this script through, which results in the Player not be able to use the doors to the Arcane University (although gates can still be used).
The faction can be added through the console which will allow the player to use the doors. Alternatively it's easy to make a patch with xEdit. I went ahead and made a patch to solve this conflict available under optional files here. http://www.nexusmods.com/oblivion/mods/47533/?
Load both the Unofficial Patch and Guild Advancement in TES4Edit Under GuildAdvancement.esp expand the Quest section Find MG00Join and drag all the red entries across to GuildAdvancement.esp
I also found that this mod also undoes a UOP fix to the Tears of The Saviour quest (MS37) as well so you can forward those red entries as well.
It's possible that doing the fix on an ongoing game might have caused issues if you had already started the mage guild questline. I don't think it will be too much of a problem. You can use Quest Log Manager to hide quests that clutter up your quest list.
Dunno if you ever see this but you can fix this issue using TES4Edit. Load the patch files in TES4Edit, this should load all it's masters and once it's finished loading right click on the esp that has out of order masters and select Sort Masters, close TES4Edit making sure the box to save the plugin is ticked and then you'll have no more out of order master issues.
I'm using the newest version of Banes Guilds United for OOO and it doesn't work (missing masters errors). Since the mod has been abandoned, I guess I'll remove the mod and move on. Hopefully someone picks this up.
Hey all, can someone assist me, I've done like 40 mages quests, I checked with the tracker, and am ranked warlock right now. I just did the bruma attacked quest and Traven says he needs a couple days. It's been about a game week, and since I have the quest requirements it's worrying me that neither raminus is offering wizard rank or Traven has anything at all to say besides rumors. He won't start the necromancer amulet or bloodworm helm quests.
Anything I can do about this and advance it?
I'm master in two schools, expert in the rest, certified in my journal.
I just ended up deleting the mod after getting real far, since i saw on here that someone asked if they could just turn it off, and the author said yea. It wasnt so bad, i did most of the build up work and still felt my ranks were earned. So great mod, just wish the hitting a wall in progression wouldn't keep happening.
But if it happens to you and you cant progress at all, with any of this threads tips, the just turn the mod off.
236 comments
Hahaha sorry, but I recently was trying something related to the Dark Brotherhood I completed Mephala's Quest (2 assassinations at once) and when I didn't get the visit of Lucien I was like: "what happen??" (it was painful to visit my whole mod list and try to figure it out which one was doing the thing)
then after a long quest involving a lot of google finally I tried to search for the script using xEdit that changes the requirements for DB Initiation to start (SCRIPT: 0002D078) and finally, it gets to my attention that your mod, fortunately, changes that script, then I determined that it was your mod so I decided to change the value for my own use, which in fact anyone can do by loading this mod into xEdit and searching for the
Global reference FormID: 390158E3 there you only need to adjust the Value number from 5 to the number you prefer that way you don't need to use console commands every time you play a new game I personally adjusted that to 'only' 2 assassinations
The faction can be added through the console which will allow the player to use the doors. Alternatively it's easy to make a patch with xEdit. I went ahead and made a patch to solve this conflict available under optional files here. http://www.nexusmods.com/oblivion/mods/47533/?
So I'm sticking to Acerac's patch for now...
Load both the Unofficial Patch and Guild Advancement in TES4Edit
Under GuildAdvancement.esp expand the Quest section
Find MG00Join and drag all the red entries across to GuildAdvancement.esp
I also found that this mod also undoes a UOP fix to the Tears of The Saviour quest (MS37) as well so you can forward those red entries as well.
I can adjust the Mages and Fighters Guild quests to be green to THAT patch, or I adjust them back to be green to THIS patch.
I can't have both though x.x
Switching the places of my Mages/Fighters Guild plugins swaps the green/yellow status of these two mods lol
Anything I can do about this and advance it?
I'm master in two schools, expert in the rest, certified in my journal.
But if it happens to you and you cant progress at all, with any of this threads tips, the just turn the mod off.