Wow.. this is honestly one of the greatest online communities of all time. I can't believe how much this blew up. Yes, you guys are right, real life did get in the way. Sorry I've been away, if anyone is willing to take on the challenge of continuing production of this mod, lmk! However, I am considering coming back <3 Yours truly, Sokco
I have a question, could you make a guild of Werewolves? Because I aim to make a guild where all its members are wolves unlike the companions, is that possible with this mod?
I've used your mod as a framework for my mod, called Guild Master, which does something similar, but with a more specific focus. I do hope you come back, as I expect many people to prefer your free-form guild creation, but for now I'll keep working on mine and see where it goes. Maybe we can help each other as well.
If you came back and continued work I'd probably die of happiness, of all the 350+ mods I'm running, this one has the most potential and gives the most control.
This has so much potential i might try to learn how to create mods just for this hopefully you can come back and i am working on it then hopefully we can work together
i would like to see a version 0.5 or higher be released by you in the future, as i have been using this mod (and its updated forms) since back when it was in version 0.2, and have thus far found many entertaining hours of amusement in skyrim with use of this mod installed in every case. Get back into the swing of things when ya can! :3
i just found this while stumbling around, glad you made such a awesome mod, as i use a custom home and would like to bring life back into my lakeview manor i built with hearthfires dlc
please im begging you your mod is amazing and it would be a shame if you stopped working on it! ik i just found this mod recently but i love it! and i would really appreciate it if you would continue
Please ma dude come back, youve created the best piece of greatness ive ever seen for this mod and it sucks because i endorsed. Because nexus mod manager wont let me endorse twice Anyway this is really awesome and just goes to show how a simple little mod can make a game so much better. Thx man byeeee
Can we at least get an awesome Reddit thread going for you, looking for an accomplished modder who might be willing to take this on? This is a great mod, it deserves to be continued - all respect given to you. I'm sure there's an accomplished and active mod author out there who would be interested in taking this on.
10 guild members is too little. Can we do an upgrade? 50 guild members? Or is it possible to control different guild units? So I can send one unit to collect something. Another unit to attack or assassinate. Or another unit for the slaver's guild?
Hi I just downloaded this mod, pretty simple, maybe you should add some building creation or more control over the guild, maybe doing quests as the leader or even raids to other guilds with your members or making your members de their job in the world (Example: Assasination job, a NPC called citizen is spawned and your member tries to kill him, 3 results, citizen lives, citizen dies and your member gets caught or escapes.) Adding a chance to get captured for every job and a quest to free them (if they get caught assasinating you can pay to free them, wait or try to sneak into the prison, if they get caught by bandits or a dragon you must go and kill the enemy)
Your mod is already amazing with only 4 updates and with the community it has I hope you'll be able to create one of the best mods Skyrim has.
Hey man, im new to the modding community and would like to make some mods of my own. Your mod is the reason why i want to make my own mods. I love this one and it makes skyrim more of an rpg like wow or lotro than vanilla skyrim. Please come back and work on it. I'm not the only one asking for you to come back. We want this mod to be finished, but that wont happen until you message someone or do it yourself. All the support from everyone will go to waste and it will turn into another dead mod. We dont want that and i doubt you want that. So please message someone who can do it or finish it. For all of your fans and followers.
Perhaps someone can directly message the author... I am an aspiring one, myself, but I don't know enough to carry the torch. I also know that someone attempted to do so (Guild Master) but they learned that, by doing everything with scripts, they made it potentially hazardous to savegames. Now with SKSE64 out (currently in Alpha), now would be a perfect time to revive the mod and bring it to a more stable Skyrim.
This is an absolutely amazing mod. I am having so much fun as a necromancer guild.
I would love if you or other collaborators would update it in the future, maybe start a patreon that I can pay towards.
A few things and improvements I noticed: - Make people not be bundled around the HQ marker (make walking area larger) - Make people want to explore around HQ marker (not stay in one place) - Make a new option called "You handle the shop" (for shopkeeper NPCs; this option disables the inventory management and the "I have a job for you". To prevent erasing the shop inventory. Currently I have 3 NPC shops in my guild: A thief with 5000 gold, a khajiit caravan, a mage with spells.
is there a way to move the location? can i add in a new stone and override the previous location? I placed it right in the middle of giant country in the open (don't ask why).
@yakusai,does the guild master mod allow you to go on quests with your companions/guild members? because i think iitd be fun to lead my members through a dungeon like a adventuring party(which many other mods have tried,and failed)
Or, you know, it could also just be resource files, so that the people that doesn't have SkyUI will be able to use the mod. Hereby the "nothing will change".
If the mod requires Sky UI, he needs to indicate it as such and people should download Sky UI. Those files are NOT his work. The Sky UI people do NOT allow you to distribute their work.
Is the HQ marker supposed to prevent NPCs from respawning in your guild HQ? Because that's how I thought it worked, but I've been having enemies spawning in the place I thought I took over for my guild.
This is definitely the most essential mod to get. Along with having project proteus and nether follower framework. This mod is absolutely amazing I've been able to have over 20 members added to the guild and continue to grow it along with having the dawnstar sanctuary overhaul so they actually are doing stuff throughout the whole sanctuary. It's a very lively guild and extremely diverse I even tried to get parthenax as a guild member which it did work but he couldn't fit in certain places. I actually have emperor Titus Meade II as a guild member as well.
Another thing I discovered is that let's say you already have all the guild members and you found a new place that's even bigger that you want to transfer everyone over to you can easily just pick up the HQ marker and then drop it at the new location and they will end up at the new spot. :)
Hey can someone please port this mod onto xbox cause i really love being a guild leader and the guilds can do stuff but i don't feel like a leader when you become a guild leader
Overall, the mod is great. The only thing that bothers me is how terrible the ai pathing is for when you tell a guild member to follow you. And you can't even use AFT with guild members without dialogue options disappearing. f*** doing a direct assault or planned siege on a bandit fort, all of your guild members are 200 meters behind you. Also found that, guild members who were originally non-aggressive citizen's, run away from dragons a lot lol.
If you read the description they mention that the follow you is not a follower AI package it implements all it is is just to follow you. But if you want them to follow you like an actual follower I use nether follower framework and project proteus. Project Proteus allows me to edit their AI so they don't run away and also give them certain stats along with their relationship with you and even force them to be recruitable which then never follow framework and aft and other frameworks will recognize that when you add them. It's worked flawlessly for me I've never had really any issues but I highly recommend you use project proteus alongside this mod so that you can get what you are having trouble with.
I haven't even downloaded this mod (gonna do so after this comment), but I can tell it has a lot of potential. My only wish is to have more than 10 guild members, great mod either way
You can double the size of your HQ that's what they mean about hiring more members. I've been able to have over 20 members and able to go even pass that sometimes they may not go there but when you talk to them and see them again from where they originally are you can still give them jobs. They could be kind of like proxies have members all throughout Skyrim so when you run into them you could just tell them to do things for the guild.
Got a question regarding the HQ. Do I have to place it outdoors or indoors? If I place it in an interior cell inside a walled off bandit camp, will it register the whole complex as mine? If I put the HQ marker outside, will it mark the interior as mine as well?
You can do outside but the members may not really do much besides walk around I managed to put them at the dawnstar sanctuary with the overhaul and it's a perfect place because they recognize that whole area so they walk around they do stuff where the invisible idle markers are at.
1584 comments
Yours truly,
Sokco
Love the concept of making a guild and possibly having others like or hate me.
You have a great mod and with some more work it can grow into something more epic than it is!
As it stands it's already really good!
Very well done on this mod!
Endorsed!
http://www.nexusmods.com/skyrim/mods/75110/?
Your mod is already amazing with only 4 updates and with the community it has I hope you'll be able to create one of the best mods Skyrim has.
I also know that someone attempted to do so (Guild Master) but they learned that, by doing everything with scripts, they made it potentially hazardous to savegames.
Now with SKSE64 out (currently in Alpha), now would be a perfect time to revive the mod and bring it to a more stable Skyrim.
This is an absolutely amazing mod. I am having so much fun as a necromancer guild.
I would love if you or other collaborators would update it in the future, maybe start a patreon that I can pay towards.
A few things and improvements I noticed:
- Make people not be bundled around the HQ marker (make walking area larger)
- Make people want to explore around HQ marker (not stay in one place)
- Make a new option called "You handle the shop" (for shopkeeper NPCs; this option disables the inventory management and the "I have a job for you"
Thank you a lot,
One of my top 10 mods.
I placed it right in the middle of giant country in the open (don't ask why).
If the mod requires Sky UI, he needs to indicate it as such and people should download Sky UI. Those files are NOT his work. The Sky UI people do NOT allow you to distribute their work.
Along with having project proteus and nether follower framework.
This mod is absolutely amazing I've been able to have over 20 members added to the guild and continue to grow it along with having the dawnstar sanctuary overhaul so they actually are doing stuff throughout the whole sanctuary.
It's a very lively guild and extremely diverse I even tried to get parthenax as a guild member which it did work but he couldn't fit in certain places. I actually have emperor Titus Meade II as a guild member as well.
Another thing I discovered is that let's say you already have all the guild members and you found a new place that's even bigger that you want to transfer everyone over to you can easily just pick up the HQ marker and then drop it at the new location and they will end up at the new spot. :)
But if you want them to follow you like an actual follower I use nether follower framework and project proteus. Project Proteus allows me to edit their AI so they don't run away and also give them certain stats along with their relationship with you and even force them to be recruitable which then never follow framework and aft and other frameworks will recognize that when you add them.
It's worked flawlessly for me I've never had really any issues but I highly recommend you use project proteus alongside this mod so that you can get what you are having trouble with.
I've been able to have over 20 members and able to go even pass that sometimes they may not go there but when you talk to them and see them again from where they originally are you can still give them jobs. They could be kind of like proxies have members all throughout Skyrim so when you run into them you could just tell them to do things for the guild.