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Ideas For Imporving The Fighters Guild In Oblivion


LockOs

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Hey everyone, It's been a long while since I finished the Fighter's Guild line of quests, and I was thinking, compared to the Thieves guild or the Dark Brotherhood, the Fighters guild doesn't seem to offer up too much in the way of services for it's members and other benefits. So, I was thinking of making a mod to add some improvements to the guild.

 

So far, I've added a re-spawning chest that contains some supplies like the Fighters Guild had in Morrowind. Arrows, potions, and repair hammers to be exact. The other improvement I'm planing on is to replace all the Iron Weapons with Steel and Sliver ones, with the Silver weapons only allowed for use by Journeyman. In addition to weapons, I was also thinking about free steel and leather, and chain mail Armor Also, I might have a thing where you can sell animal pelts and some animal based Alchemy ingredients to the fighter's guild potter or some other member for full price.

 

So, what is all your opinion on all these ideas? I'm looking for ideas for other improvements as well. So post away!

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I think it would be cool if there were more quests. It seemed like I rose to the top of the guild fast, and then there was nothing to do. Even if the quests were small, simple, and lame, that would be okay, because that is probably what a lot of the contracts they get would be like anyway.
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Hey everyone, It's been a long while since I finished the Fighter's Guild line of quests, and I was thinking, compared to the Thieves guild or the Dark Brotherhood, the Fighters guild doesn't seem to offer up too much in the way of services for it's members and other benefits. So, I was thinking of making a mod to add some improvements to the guild.

 

So far, I've added a re-spawning chest that contains some supplies like the Fighters Guild had in Morrowind. Arrows, potions, and repair hammers to be exact. The other improvement I'm planing on is to replace all the Iron Weapons with Steel and Sliver ones, with the Silver weapons only allowed for use by Journeyman. In addition to weapons, I was also thinking about free steel and leather, and chain mail Armor Also, I might have a thing where you can sell animal pelts and some animal based Alchemy ingredients to the fighter's guild potter or some other member for full price.

 

So, what is all your opinion on all these ideas? I'm looking for ideas for other improvements as well. So post away!

 

There's a venerable mod, Guild Ownership, that both puts requirements in all guilds to pick up items of different levels, and adds both chests and safe storage with a few useful things.

 

The pelts of some animals can be given in the Choices & Consequences mod to a few fighters guild leaders, who count them towards your guild prestige and advancement. Not the same as money, I know, but actually more valuable. You can always sell the pelts elsewhere, but gaining guild prestige can be difficult.

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In the context of all things... Oblivion-ish, who would the fighters guild be?

 

Well, they would be the fella's you looked to when other methods had failed. Particularly if the City Guard or Legions would be reluctant to help. So quests that expand on this might be a plan. Say, kicking in some doors (and heads!) for a bandit guild leader because the local marauders are giving him and his a hard time, or maybe another bandit clan? He couldn't go to the guard because they'd nick him, or beat him to death.

Say a necromancer needs a hand swatting down some beasties he's summoned because he tried to make the permanent, in essence resurrected them completely and now they don't want to go back to Oblivion. Obviously he couldn't go to the Guard because they'd just shop him to the mages guild.

Maybe, once the fighters guild have wiped out the Blackwood Company (or more to the point, you've wiped out the Blackwood Company for them) the Guild decide that they probably should take on a few of the "shadier" contracts, to stop something like the Blackwood Bunch springing up again. After all, this is a guild that makes its living by killing and beating people, who the hell are they to have such high standards?

Escort quests for merchants through particularly rough areas probably would be great, though we know the engines limitations when it comes to Escort quests becuase of some of the issues relating to the vanilla ones.

 

Oh, and one last thing? That Bear helm is dire. Like, really, really appauling. So better rewards for high level quests would be one other way to improve it.

 

Jenrai

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It is a bit odd the Fighters Guild in Oblivion is supposedly so squeaky clean. In Morrowind, belonging to the Fighters Guild was like being a mafia hit-man. It was like belonging to the Blackwood Company. It was so bad that some of my light characters would refuse certain contracts or wouldn't even join the Fighters Guild.

 

So there is a precedent if you decided to make the Fighters Guild a bit darker, although I would be just as happy to see it remain light.

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I think you should change the name of the guild to something more exciting. Dark Brotherhood sounds cool and shady, if it was just the "Assassins Guild" it would not be as cool. I don't like the name "Fighter's Guild". What's a fighter? Someone who gets in bar brawls? "Fighter's Guild" is boring and unoriginal. It's the product of people who were putting together a video game, not writing a story.

 

I think Bethesda meant for the Fighter's Guild to be specifically not shady this time around, like having to maintain a clean record. So a better name could go a long way in explaining why it isn't shady. They are obviously tolerated and even endorsed by the ruling class if it's allowed to have it's halls right in plain sight. City guard and Imperial Legion people are obviously like police. Fighter's Guild people are more like bodyguards for hire, mercenaries, and detectives. (A Rat Problem)

 

Basically, everything needs a story behind it to be memorable, or at least an implied story.

 

 

Another thing I think should be changed in each guild, not just the Fighter's Guild, is membership requirements. As it stands, a purely magic character could rise to the top of the guild if they were able to finish each quest. You should need more than a clean membership. You should need the skills necessary. Journeyman in Blade, Blunt, or Hand to Hand, just to join. That's right. When you build your character, you will be Apprentice in the things you want to use already, so you should still have to work your way up from there. Anyone crawling out of the sewer shouldn't be able to join. The Arena, on the other hand, doesn't care who it takes as some idiot dying is entertaining to the crowds of lowlifes who frequent it. The Fighter's Guild has standards. If you have a mountain lion eating your pet rats in the basement, they'll send over a professional, by God! Also, you should be Expert in those skills just get higher missions. Or at least level 60 in them.

 

I like your ideas so far. I've always felt the Fighter's Guild was kind of phoned in, and we need more stuff like this.

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Thanks everyone for you input. I see a large demand for more quests. Well, So far in my mod I've just added a few re-spawning supply crates full of armor and weapons as well as a chest full of re-spawning potions, repair hammers, and arrows for your character to use. Next I plan to go back and clean the mod up a bit. I'm thinking oh also adding locks to the supply chests as well, just to make it that much more interesting for thief-type characters how plan on raiding the chests as well as boosting the requirement for the better quallity arms and armor from Journeyman to Swordsman.

 

After that, I want to make quests in the form of a small board of jobs that you can go to and read. Most of them will be similar to the black bow bandit quest were you go and raid bandits or kill animals for an item and then go to the Fighter's guild porter or the head of the guild and receive a bounty on that item. Most likely the bounty will be or at least near the value of the item in question.

 

I'm not sure though if I could add requirements to each stage of the guild though, I could check on that though. Still, It would be limited to something like having a skill of 40 or above in one of the weapon styles. I don't want to go crazy with requirements for advancement though, as I feel that would detract from the overall game value, and besides, I really think it is odd to have unspoken lines for characters in Oblivion, it's just a bit creepy.

 

Also, the fighters guild does kinda have a history, it doesn't really present it's self in the game, but their is an in-game skill book for heavy armor called History of the Fighters Guild that contains the history of the guild. Still, I see your point. Maybe their could be a quest to retrieve an artifact from the guild's past? That would be cool.

 

Anyways here is the link to the book online at the UESP wiki for all those interested.

 

As for my mod, it is called 'Fighters Guild Plus' and the link for it is here.

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