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yakusai

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yakusai

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About this mod

-NO LONGER BEING DEVELOPED OR SUPPORTED-
Current Features: Complete Slaver's, Hunter's, and Necromancer's guilds for you to establish and level up.
Allows you to choose from different guild types (Slaver, necromancer, and hunter) and form a guild of that type, with unique "guild halls" and features for each type.

Requirements
Permissions and credits
Changelogs

Guild Master





IMPORTANT:
-I have discontinued modding until further notice. My financial status is too questionable for me to put much effort into anything besides my career and studies. I"m sorry for this, and I hope you understand. I have included all the source code in every update of the mod since the beginning, so any modders that would like to view it or to make edits to my mod, feel free.

-THIS MOD IS SCRIPT HEAVY, MEANING IT COULD CAUSE LAG AND SAVE BLOATING DOWN THE LINE. Thanks to my own foolishness, I thought it would be simpler for me to do everything through scripts. I have now learned that scripting in the Creation Kit is extremely faulty, and am sorry for this. If I ever get back into modding, The first thing I will be doing is reworking the mod to use as few scripts as possible.

-THE SLAVER'S GUILD, NECROMANCY GUILD AND FLETCHER'S GUILD TYPES ARE FULLY IMPLEMENTED. The other guild types are not in yet. Also, if you notice any bugs with any of the guild types, please inform me.


Summary/Description:
The Thieves Guild, Dark Brotherhood, the Companions. All these groups allow you to become a member of, and even a leader of a guild of people. But even when you become master of one of these guilds, not once do you ever feel like you're the leader of it. You have no affect on how the guild works, or who is part of the guild, or even what the other guild members do.
That's where this mod comes in. With Guild Master, you will be able to choose between various types of guilds to command, and level them up throughout your game to become guilds to be feared. You will have direct control over who is allowed into your guild, and will be able to actually order your members around.
This mod is not, however, the first of its kind. Sokco's Guild Starter is another such mod that fills this niche in guild mastering. Still, that mod now seems abandoned, and too general for my likings. With how you select a guild type to use in my mod, it allows for me to make very specific things for each guild to do or to gain. If you would like a more general approach to guild mastering, by all means use Sokco's. But if you want something with a little more substance, I'd say this mod's the one for you.


NOTE:
I expect it important to say that this mod CAN kill your guild members, regardless of whether they were essential or not. Also, some guild types (assassin's, barbarian's, etc.) might allow you to kill other people as well, also regardless of the essential setting. I'm going with what feels more immersive for this mod, but this means that this mod has the potential to be game-breaking. Fair warning.

Also, once you choose a guild type, that's pretty much it for the rest of the game. UNLESS you completely reset. Resetting will allow you to start the quest over completely, allowing you to start over from Guild Level 1 and/or choose another guild type; more info on how to do this in the next section.


Slaver's Guild Note:
You MUST make sure to follow your guild members while they do group operations. The scripts and packages currently will not work if your guild members go to unloaded zones. Usually, you must do this until ALL Vanilla NPCs in a targeted settlement are knocked down.


Where to Start:
In Whiterun, you will find an Argonian named Krane hanging around inside the Drunken Huntsman. Speak to him to begin.


IMPLEMENTED FEATURES (If you do not notice any of these features in the game, notify me):
  • The ability to form a guild of a certain type.
  • 30 guild members max (10 at Level 1, 20 at Level 5, 30 at Level 10)
  • 20 guild member followers max
  • The ability to set any area in Skyrim as your Guild Hall, where your members will reside.
  • The ability to order any of your members to do specific, guild-type related jobs.
  • The ability to level up your guild and choose between many perks.
  • The ability to change what all your guild members wear by using a mannequin
  • The ability to actively affect the world around you, depending on your guild. (Ex: Selling a slave off with the Slaver's guild will actually show that slave following around whoever he was sold to)
  • The ability to place a small, guild-specific area for various guild activities (Ex: A dungeon to place slaves in for the Slaver's guild)
  • THE POSSIBILITY OF DEATH FOR GUILD MEMBERS, AND FOR OTHERS DEPENDING ON YOUR GUILD TYPE
  • A fully fleshed out Slaver's Guild type
  • A fully fleshed out Fletcher's (Hunter's) Guild type
  • A guild chest that you can use to pay off or receive payment from your various guild members or other sources of guild resources
  • Randomized skills stored for each member, each affecting either their chances at doing jobs or the time it takes to do jobs.
  • Guild Hall raids/invasions.

SKILLS:
Spoiler:  
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Every guild member is assigned randomized skills, affecting their performance either negatively or positively. The range is like so: Talentless -> Unskilled -> Average -> Skilled -> Expert. This usually comes in the form of either an increase/decrease in their chances of succeeding at certain jobs, or as an increase/decrease in the time it takes for them to do certain jobs. Also, these skills are all stored for every person you have asked to join the guild, so that you can remove someone from your guild, and have them keep their skill values if you decide to have them rejoin. A total of 128 members can be stored this way, and after the 128th member, all stored skills reset. These skills can be viewed through the MCM menu. If you are updating from a version without the skills implemented, talk to Krane and tell him to "Double-check skills" to assign everyone skills.


GUILD HALL INVASIONS:
You can click on the "Fame" option in the MCM under the Information tab for this mod to get the same information:
Spoiler:  
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Fame (or Notoriety) is the scale of how well-known you are around Skyrim, and scales from 0-100. The higher this value is, the more likely that you will be raided by an enemy faction or by some form of rival. If you have not taken care of the raid yourself within four days, your members will attempt to. The more members you have, the higher chance that they will succeed on their own. Successful raids against you will affect you differently depending on the raider type. The consequences can be severe, so be careful (member deaths, everything from your guild chest being stolen, etc
Whether a raid occurs is checked around every week, and is always followed by a decrease in notoriety. Who raids you depends on which guild type you chose (Merchants are raided by bandits or the Thieves Guild, slavers by guards or bandits, etc.), and how difficult the raid will be to defend depends on how high your notoriety is.


NECROMANCY GUILD FEATURES:
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A full 15 levels, with 34 different perks/spells you and your guild members are able to receive
A variety of custom-made spells that you AND your guild members can/will use
Guild members will fight like mages, and will have their stats scale like ones also
The ability to gather a small variety of alchemical ingredients
The ability to collect and/or fill black soul gems
The ability to summon undead or dremora familiars that will follow and fight for your guild members after level 5
The ability to summon a very powerful follower at level 15, which follows you until it goes into a frenzy a week later
The ability to choose from various perks which offers alternatives to deaths for you AND your guild members
Failed jobs may increase your bounty with the hold your members fail in, and may also cause your members to be imprisoned in those holds
A basement that you can place anywhere, where you may have members stay at and create familiars or do other sorts of rituals
Gain guild experience by gathering ingredients, collecting/filling black soul gems, and creating familiars


SLAVER'S GUILD FEATURES:
Spoiler:  
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A full 15 levels, with 29 different perks you are able to receive
The ability to kidnap people and sell them off to others within Skyrim
The ability to send out members into Skyrim and have them kidnap people, or fail and be imprisoned or killed for it
The ability to have members choose to kidnap people when they feel like it, without you having to order them to
The ability to do other things with kidnapped people based on the perks you choose
The ability to perform group operations to enslave certain settlements and have them work under you once your guild is high enough level
The ability to have slave's fight each other once your guild is high enough level
A basement that you can place anywhere, which will hold your kidnapped people, among a few other things
Failed jobs may increase your bounty with the hold your members failed in
Gain guild experience by kidnapping people, or attempting to kidnap people, and also by performing group operations


FLETCHER'S GUILD FEATURES:
Spoiler:  
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A full 15 levels, with 29 different perks you are able to receive
The ability to hunt progressively larger animals as your guild levels.
The ability to craft bows and arrows, including special bows (heavy/light) and special, custom arrows (paralysis, arrow rain, grapple, etc.)
The ability to have guild members tame certain animals as personal companions once the guild is high enough level
A hunter's den that you can place anywhere, where your hunters can rest and craft things.
Gains guild experience by crafting, hunting, and taming.
Completely new arrow types:
Fire-buffing Arrows
Frost-buffing Arrows
Shock-buffing Arrows
Melee-Buffing Arrows
Ranged-Buffing Arrows
Poison Arrows
Grapple Arrows
Knockback Arrows
Paralyzing Arrows
Explosive Arrows
Arrow Storm Arrows
Frenzy Arrows
Slowing Arrows
Summoning Arrows
Ballista Arrows


Planned Features (Suggestions welcome, but usually low priority):
  • Many other guild types, including:
    • Alchemist's
    • Assassin's
    • Barbarian's
    • Bard's
    • Craftsmen's
    • Fighter's
    • Monster Hunter's
    • Mage's
    • Merchant's
    • Mercenary's
    • Monk's
    • Skooma Dealing
    • Thief's
    • Army
    • Ruffian's (Hired Thugs, etc)

  • Vanilla Guild Relationships
  • Operations completing without you having to watch over them
  • Individuality among guild members
  • Have misc NPC's show up at your Guild Hall to request to become a member
  • Religious guild type(s)
  • Story/Guild Member Drama
  • Chances for guild members to mutiny or leave (ties in with Story and Individuality planned features)
  • List capabilities of each recruit
  • Set thief members as fencers
  • Have NPCs hire you to do certain guild-related jobs
  • Have guild members be assigned homes or patrol areas.


Required:
  • SKYUI and SKSE


Issues:
Slaver's Guild
  • Generally, there could be many problems with group operations. As they try to target all the NPCs of a specific location, if that NPC is somewhere else, because of a quest or something, your operation may never actually complete. If the offending quest is a vanilla quest, inform me, and I'll fix it. Otherwise, I've at least tried to make sure the targeted citizens aren't dead, married to you, or disabled.
  • Don't reload while you're doing a group operation. It really messes things up, though I don't really know why. You can still quit the game and reload from the main menu, though. It should still work then.
  • I've noticed sometimes the dialogue won't appear when you meet your guild members at the location for a group operation. If this happens to you, reloading from before you started the operation and starting it over may help.
  • If your guild member is imprisoned, in some locations it will show the wrong location in the MCM. If you can't find your guildmate where the MCM says they are, try going to any of the other Hold jails, or use "player.moveto NPCID" (NPCID being your guildmate's reference ID) in the console to get to their cell instantly.
Necromancer's Guild
  • After a job, all holds may deem you kill-on-sight. I have not looked into this, so I do not know what causes this yet.
General
  • Script heavy, meaning potential lag and save-bloating.



Compatibilty:
Untested, but I tried to make this mod as isolated as possible, to avoid incompatibility issues. Should work with other follower mods as well, but not sure. If you notice anything wrong, just inform me and I'll update this section.
Should work fine with Guild Starter.
Works completely fine with Perkus Maximus and other guilds of that kind. The guild perks are completely separate from the game's perk system.


Change Log:
Moved to the Change Log tab on the Nexus page.


Installation:
Use NMM or place everything from the archive into your Data folder.


Uninstallation:
Use NMM, or delete TheGuildMaster.esp and TheGuildMaster.bsa

FAQ:
Will update this as I get more questions I feel are important to address:
Spoiler:  
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0) What kind of mod is this exactly?

This mod is something for you to manage in the background while taking care of whatever you mainly do. It's just something to check around with once in awhile, while gaining powerful bonuses as you progress. You can also use it as a follower mod I suppose, since you can have up to 20 guild members as your followers.

1) How do I reset the guild?

Talk to Krane, and have him open his inventory. Take one of his amnesia potions. Then, talk to him again and ask him to have a drink with you. After ten seconds, Krane should have his dialogue reset and you should be able to make a new guild. 

REMEMBER NOT TO HAVE ANYONE INSIDE THE BASEMENT, OR THEY MIGHT BE TRAPPED FOREVER. Items in the guild chest and on the mannequin will also be lost.

2) Can I use custom NPCs from other mods as guild members?

You should be able to.

3) Will you make using more than one guild at a time a thing?

Nope. Too complex.

4) Can I use homes/areas from mods as a Guild Hall? And does it have to be a cell, or can it be in the open world?

It should work. Just know that places not reachable from Skyrim's mainland may be a bit buggy as a Guild Hall. It can also be in the open world.

5) How do I upgrade my guild's basement?

Have all guild members in the basement leave it. For the Slaver's guild, make sure you get rid of all slaves as well.

6) How do I pay my guild members for jobs?

The Guild Chest located somewhere in the guild basement. Just place gold in there, and your members will automatically collect the right amount when you send them on jobs.

7) And uh, how do I send my members on jobs?

Usually you'd talk to the member you want to send out. Also, make sure they aren't already doing something for your guild. (Guarding something, following you around, etc.)

8) How long do jobs take?

Depends on the job. Usually somewhere within 3-4 days.

9) How do I set the guild outfit for my members?

The mannequin located in the guild basement is for your guild uniform. Place anything on it, and an exact copy will be equipped to all guild members. That is how I got all my guild members in the screenshots to equip ebony armor. I didn't manually equip it on to each specific person.