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

##Oblivion

Oblivion

Guild Skill Requirements

###Guild Skill Requirements
AddsAdds skill requirements for the Fighters Guild, Mages Guild, and the Thieves Guild.

###Choices and Consequences

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

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

Skyrim

###College of Winterhold Entry Requirements

College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###Enhanced Skyrim Factions - The Companions Guild

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

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

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.

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

###College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###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.

Some mods I found that add requirements on factions or 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

College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

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.

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

###College of Winterhold Entry RequirementsCollege of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###Enhanced Skyrim Factions - The Companions GuildEnhanced 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 QuestsMinimum 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 BrynjolfThieves 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.

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

###College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###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.

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

###College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###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.

added recently released mod
Source Link
galacticninja
  • 47.3k
  • 99
  • 312
  • 570

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

###College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###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.

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.

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

###College of Winterhold Entry Requirements

This mod adds skill requirements to join the College of Winterhold. It is fully voiced because Bethesda planned to have requirements to join the College at one point and recorded lines for being rejected. Also, when Faralda tests your magical prowess, she will test you on your highest skill instead of randomly selecting one of the schools of magic. You can still bypass the test by showing Faralda that you are Dragonborn during the main quest, or with persuasion, just like in vanilla.

The requirements are fully customizable using the MCM. You can set a skill level requirement in one school of magic, and set a requirement for a certain skill level with the other four. You can also set a Magicka and level requirement. I kept a wide range of available values to account for uncappers and 1.9's removal of the level limit.

###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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galacticninja
  • 47.3k
  • 99
  • 312
  • 570
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added 517 characters in body
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galacticninja
  • 47.3k
  • 99
  • 312
  • 570
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added 61 characters in body
Source Link
galacticninja
  • 47.3k
  • 99
  • 312
  • 570
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Source Link
galacticninja
  • 47.3k
  • 99
  • 312
  • 570
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