Skyrim Special Edition
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Sokso ported by Justin Whittington

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justinglen75

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171 comments

  1. FRoruK
    FRoruK
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    • 0 kudos
    is there a way to up the max member ? 10 is not enough xd
  2. bajsrump
    bajsrump
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    Very cool mod! BUT, far to OP and a bit immersion ruining so I'm uninstalling it :) really good mod tho.
  3. Zolgia108
    Zolgia108
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    • 5 kudos
    Is it normal that i can't recruit any of the orc shamans? All with high disposition of course.
  4. xreddawgx
    xreddawgx
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    ok so inviting a companion to your guild while they're still following you will cause them to no longer follow you anymore using AFT
  5. NicoloTomas
    NicoloTomas
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    is it possible to change HQ?
    1. ghorlist
      ghorlist
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      • 11 kudos
      I know this might be a bit late but all you need to do is move the home plate to the new location and everyone should move there.
    2. isenscwadorf
      isenscwadorf
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      great. thank you
    3. PsiOptics2023
      PsiOptics2023
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      Also came here for this. I was having trouble moving my guild to the Ruins of R'lyend player home. So I dismissed them and re-recruited them even new members weren't showing up. Then just decided to send them to work on a job and that fixed everything and they all came to the underwater HQ after the jobs were finished.
  6. Xaliber13
    Xaliber13
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    • 30 kudos
    This mod is largely superseded by RSP - Guild Starter.

    Thank you for your immense work on this, Sokco.
  7. michaelstevensvsauce123
    michaelstevensvsauce123
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    can you use this mod in beyond skyrim bruma?
  8. Neriander666
    Neriander666
    • supporter
    • 0 kudos
    Mod is installed, but no hq marker or recruitment necklace is in inventory, any idea how to get it working?
  9. skreeeboy
    skreeeboy
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    • 6 kudos
    A clever mod, and a good idea, but I eventually uninstalled it for two reasons. The first being that though it says it's compatible with all follower mods, I found that it didn't play well with Amazing Follower Tweaks in my case. It just seemed that the commands for the two mods caused conflicts where you'd ask a follower to follow you, and he/she wouldn't, or you'd want to dismiss them but have them stay in that area (an AFT option) they would return back to the guild marker instead. There were too many things like this happening to make it worthwhile. And my second reason is that it felt like far too much of a cheat. You'd ask a follower to go get you soul gems for example, and they'd disappear (literally, fade out of view, not walk out of the room or leave the building to do their assigned job) and then not more than perhaps 30 seconds later, they would have returned with some soul gems (and however far you asked them to travel to get the gems did not factor in how long they were gone). I know there is an option to make their excursion be for 48 in-game hours, and I had ticked this box in the MCM, but it never seemed to work. And they'd only ask for 100 gold to go do their job. It seems like it would be good to be able to modify the options so that a job in the same hold as your marker might take a day or two, but if the job is in a far flung part of skyrim, maybe it could even take up to a week depending on the distance. Anyways, in less than 5 real-time minutes, I had about 35 filled soul gems and as many unfilled ones, and I was only down about 1000 gold. I know there is a spectrum of difficulty and ease between earning what you get and blatant cheating, and everyone has to find a balance where they have the most fun playing, but this felt as close as I could get to just opening up the console and just adding whatever items I wanted into my inventory without actually using console commands. Anyways, it wasn't for me, but it might suit others perfectly.
    1. Tebogo
      Tebogo
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      Thanks for this. I also dislike mods that feel like they add too much cheating and i also use AFT and love it very much. Let's really hope someone picks up on this mod and improves it.
    2. Wolfstorm
      Wolfstorm
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      I downloaded it yesterday, but didnt installed it. My main concern was the ability to recruit random npcs (almost anyone, as it says in the description). How do I know if the npc recruited is not from some future quest, and if I send him away for some guild job, I will not be able to complete the quest later? So I could only recruit my own followers to the guild, but then, I had installed another mod, Followers Goes on a Trip, which was for LE, but people said it would work in SSE. However, it didnt, as the followers didnt answer the dialogue.
      Now, with your post, I dont know if it was because it was for LE, or if it was a conflict with iAFT, which I also use. I have resaved FgoT in the CK and still didnt work, so I guess it will be the same with this one. I hope someone improves this mod and pay attention to what I said, about quest npcs, and also incorporates FgoT in its structure, because these are good ideas for immersion. One idea would be to create hireable npcs only for the use of these guilds, and spread three or four of them in each hold.
    3. fredamora
      fredamora
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      @Wolfstorm Maybe you can look it up in the internet if that NPC is part of a quest? Though that would spoil the quest, that would practically solve that problem, unless there is an installed mod which incorporates that particular NPC to a quest. But if it conflicts with follower system/framework mods, then I'm out. Even though this looks very interesting, follower system mods to me is more essential. Perhaps @skreeeboy's other concerns can be edited via SSEdit?
    4. RomeoReject
      RomeoReject
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      @Wolfstorm

      Good news is, even if they are part of a quest, their jobs won't get them killed, or block off dialogue options, or do anything else. If they are required to be at a specific location for a quest, you can even get them to follow you to that location so it proceeds as normal.
    5. mitchsw1235
      mitchsw1235
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      Late to the party here, searching for the id for the HQ Marker since I've lost it for the first time lol but anyway I saw your comment and it made me want to share since I always use AFT alongside this mod. I find it seems to be the "patrol headquarters" directive that my guild members are doing that interferes with AFT, and they do this by default when recruited I think. If you go through the "I have something to tell you" menu and tell them to "stop patrolling the headquarters", they then will respond to AFT commands as normal, at least they have in my case. I can even move them to a different part of my HQ or outside it and use "dismiss but hangout here" from AFT to keep them nearby and still a useful member of my guild. Hope this info helps someone passing through.
  10. Lordasbel27
    Lordasbel27
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    I still wonder if anybody will ever take up this mod again. It has a lot of potential
    1. lukangamer
      lukangamer
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      • 4 kudos
      well considering it been 5 years .... I think it sadly wont ever happen :( .

      I am more surprised that something better or even very similar to it has not been made, seen I think a couple that had a couple parts of it at most and that is it.
    2. kamikad3e123
      kamikad3e123
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      • 8 kudos
      +
    3. loridANS
      loridANS
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      +up