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Is it possible to add character requirements to joining a faction or path, and therefore cause a character to be unable to join, say, the Mages Guild, or the Thieves Guild?

For example, I don't like the idea that my Orc, who has 80 in archery, heavy armor, two-handed, and single handed fighting, but a <18 in all the magic schools, is easily welcomed into the Mage College. Or that he is asked to join the Thieves Guild. It really ruins immersion for me.

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Once the Creation Kit is released, the sky(rim) is the limit for mods. You could create this mod if you wanted. – OrigamiRobot Dec 25 '11 at 0:30
Are you saying that the mod was not made for previous versions, or just stating that if I wanted to I could? (I know I could, but I won't want to, and I'm curious if someone did something like this in the past) – GmNoob Dec 25 '11 at 6:35
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This was the way Factions in vanilla Morrowind. I'm not sure about Oblivion. My main point was the question "Are there plans for X mod?" are pretty vague and localized. – OrigamiRobot Dec 26 '11 at 3:47
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@galacticninja Mod recommendation questions are off-topic on the site – badp Nov 24 '12 at 17:10
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Voting to reopen as per this meta post: meta.gaming.stackexchange.com/questions/5547/… – galacticninja Nov 25 '12 at 13:48
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1 Answer

up vote 3 down vote accepted

Some mods I found that add requirements on factions/guilds, before allowing you to join:

Oblivion

Guild Skill Requirements

Adds skill requirements for the Fighters Guild, Mages Guild and the Thieves Guild.

Choices and Consequences

This mod centers on the Mages and Fighters guilds, changing them so that you will need to reach a certain proficiency in skills before being allowed to advance in rank. It bases on faction reputation + skill requirements.

Higher Independent Thievery Requirements

This mod changes the Thieves' Guild quest "Independent Thievery", dramatically raising the amount you need to fence in order to get your next commission job, in comparison to vanilla Oblivion. There are two versions. The normal version (IThieveryRaise.esp) is tougher than Vanilla, but the Very Hard version (IThieveryRaiseVeryHard.esp) is absolutely ridiculous, and only for people who LOVE to steal.

Skyrim

Enhanced Skyrim Factions - The Companions Guild

Increases the number of radiant quests required to advance in the guild, and add skill, level, and time requirements for each of the guild's milestone story quests.

Minimum Skill Requirements For Guild Quests

Current Factions with min requirements:
Mages Guild: All schools of magic require the player to have their skills at level 30 or above
Thieves Guild: Sneak, Lockpicking, and Pickpocketing are all required to be at level 30 or above

Thieves Guild Requirements - No Auto Quest Start Brynjolf

In order to trigger the beginning of the Thieves Guild quest, the player must have stolen items, picked pockets, and have some skill in sneak. Otherwise Brynjolf will not approach you and the dialogue options with him will not appear.

The requirements are as follows:
- Items Stolen >= 250
- Pockets Picked >= 25
- Sneak skill level >= 25

All three requirements must be met.

Beginning in version 1.3, the requirements can now be fully customized.

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