Faction skill requirements
Make sure Dragonborn is qualified for the position.
Screenshots 1 screenshots
About this mod Machine translation
Make sure Dragonborn is qualified for the position.
USSEP required starting with version 1.1
introduce:
This mod was created because I was tired of being able to be the leader of a faction or guild when I didn't have the technical requirements to be one. Players can progress through most of the Mages Guild questline without having to cast spells, become the leader of the Dark Brotherhood with 0 invisibility, become the Guild Master of the Thieves Guild without being able to pickpocket, and become the head of a companion without knowing how to wield a weapon. Well, I won't say any more, no more.
What this mod does:
At its core, this mod forces players to develop skills related to their faction during certain stages of the questline. For example, the Mages Guild questline needs to let players develop their magical skills before progressing. The same system applies to the Thieves Guild, Dark Brotherhood, and Companions storylines.
How this mod works:
This mod slightly modifies the quest stages for the Dark Brotherhood, Thieves Guild, Companions, and Mage Guild story quests. The new phase is implemented by modifying the core mission code anyway. If players do not meet the skill requirements, they will have to train the required skills.
Once the requirements are met, they can proceed. This mod does not add any new quests, but adds stages to existing Faction/Guild Quest lines. If the vanilla mission starts at stage 10 => 20, this mod will make it start at stage 10 => 15. This phase tracks the player's skill level until requirements are met. When the skill requirement is met, the mod will set the stage to where it should be, as if the mod wasn't there.
There are some cell changes that add 1 or 2 objects, certain assets like doors are used as parents to enable and disable them in a very friendly way to prevent the player from advancing while the training phase is active. For example, the mod places virtual beehives in the Thieves Guild questline to prevent players from burning them while the training phase is active. Some doors have been temporarily replaced with fake doors to prevent people from cheating the system.
To-do list:
equilibrium model
Publish to Xbox One when deemed safe. (Develop a debug menu for the console when problems arise.)
Added requirements for the Civil War questline. <= Due to the dynamic nature of some capture missions and the fact that many people have restored cut content mode, which may or may not be scrapped, it will be given a shot if enough people are interested.
Stay tuned for more.
Installation/uninstallation:
Install
1: If using Mod Manager or Mod Organizer, just download, install and enable ESP.
1b: If installing manually unzip the archive and put the ESP and BSA (or loose) files into the Data folder.
uninstall:
Do not uninstall while activated during training phase! This will theoretically trap players at this stage! (can be solved via console command)
Uninstall using your preferred mod manager.
If installing manually remove ESP and BSA (or loose) files.
3B. IGNORE if using .BSA version. If the user has installed loose files that are now deactivated, use the optional BAT file to remove all loose files scripts. The user must delete the script file because if the .ESP is deleted, some files will be triggered through the dialog if the files in the script are discarded.
Change log:
Version 1.O:
initial release
Version 1.05:
Updated Mages College upgrade requirements. Players are no longer forced to train at a school of magic, but rather a school of their own choosing.
Added Bat script to help remove loose files.
Version 1.06:
Companion and Mage's Guild requirements are required as melee skills are easy to level up and skills can be trained by spamming them.
Changed some Thieves Guild requirements to put more emphasis on: Lock Pickup, Pickpocketing and Oratory skills.
Fixed some spelling and quest log errors.
Cleaned up some scripts that I found messy.
USSEP and BQO patches. <= The USSEP sect …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.