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Welcome to The Guild Home of Giskard and his mods We host some of the best Quest mods for TES and Fallout here. And remember, we also host guides for them if you get stuck.

NewsIconHands up who would make a mod and share it publically if you knew you for an absolute fact (first hand experience) 100s or 1000s of trolls would make your life a hell if you did so.

NOBODY would share anything under those conditions, so why do some idiots expect me too ?

Fact is getting to the mods is easy, you just have to behave your self, read the intro forum stickies which explains what you have to do, then post until I am sure you are not a troll and the downloads will open as if by magic. The system is only annoying once for decent people, when you get past it you never see it again. From that moment on all future downloads and updates are instantly available to you.

Given how fast I work and how good at modding I am.... that is something to look forward too. A steady supply of brand new mods from one of the better more experienced modders and all you have to do is follow the rules and they are yours.

Of course I do realise that for those who fail to respect my wishes and read the stickies and rules, the system can be extremely annoying and frustrating when you keep getting your account deleted and have to do it all again and again and again. All I will say to that is GOOD, it was designed to do that. To follow a sites rules, you have to know the site rules and anybody that chooses not to read them, has chosen not to follow them and will lose their accounts for it. It is that simple.

The TEG system allows me to enjoy sharing mods with you without getting 1000s of trolls pissing me off every week. Without it you would not get any mods from me at all, I simply would not share anything publically anymore. I have seen public downloads on TEG get abused far too often to want a return to those days again.

 falloutlogoThis is the new NCR V3 Video for you all to enjoy.


falloutlogoThe NCR V3 is now available in TEGs download area. I did not make the 10 quest story line for it because I am currently lacking the voice actors to do it. Instead I have added some new repeatable quests and other new features.


Medics are now allowed to do Ranger Battles and Patrol missions and get paid for doing them, as well as experience. They are the only unit that can do other units missions but do not get the other units kit, they still only have access to the medic kit. Every unit should have a medic even if the AI never needs one.

Experience has been tweated for some missions, so harder missions award more experience. Also the player now gets paid for doing NCR missions, the amount changes according to the difficulty of the mission and the amount of time it should take to complete it. The new Search and Destory missions may take a while until you get used to them, so it offers the most experience and the most gold.

That Experience and Gold changes make quite a difference to the NCR mods game play, for starters you can actually make a living off NCR quests now. Enough to keep you supplied with ammo and weapons. No need to do anything other than trooper work now. Unless you want too.

A new NPC called Major Freedman has been placed in Forlorn Hope, he will be of interest to you once you reach the rank of Staff Sergeant or Higher. Once you reach the required rank 2 new features will unlock.

Feature 1) Viper Squad becomes available to use on any mission you like.  Viper Squad also gets some upgrades at specific ranks so they go from Troopers, to Heavy Assault and finally to Veteran Rangers. With equipement upgrades to match. They can die but will respawn. I allowed this to simulate the time it takes for replacements to arrive.

Feature 2) Search and Destroy missions.

I will add that the search and destroy missions are set up so you do have to search for the targets and they may be scattered around so you may run in to dozens of other enemies trying to find the ones your supposed to kill. Whilst means you will never know who is the target so your just going to have to kill every enemy you see just in case :)

So be sure to take Viper Squad with you :)

This release, whilst not big, is important, it rounds off the mods current features nicely, makes it more complete and starts using the Rank feature introduced in 2.2 to unlock new quests. You may see more these rank based jobs in the future.

falloutlogoBefore I talk about the NCR mod let me explain the issues I have with Fallout NV.

The way the main quest forces you to take the same route around the map at the start puts me off playing, lets face it, it is suicide going north too early and its repeatative going south. The navmesh bug puts me off modding since it causes all sorts of issues to arise and makes modding design difficult. Then we have the official patches unbalancing the default weapons and the DLCs adding uber weapons to make it even worse. 

Levelling in Fallout NV is to blame of course, it is designed to be played one way, anti clockwise and providing you always go anti clockwise and do things in the exact same order, it is fine, but incredibly boring. It reduces the replay value of the game for by about 1000 hours for me compared to other similar games without this issue.

If not for that, I would have started modding Fallout 3 and stayed with Fallout, never returning to the Elder Scrolls.

Having an Obsidan Dev send me a spreedsheet full of Weapon Stats for Fallout NV V1 would be immensely helpful, hint hint Obsidian :)
I always prefered the weapon balance from Fallout NV V1.

On to the NCR News.

The NCR V3 will soon enter production, the master plan for this as changed because the last 4 mod I have made has came up short in voice actors. TEG Windhelm actually had 1 voice actor do 8 parts because of the shortage. So story mods which need lots of voice actors cannot really be made, and a story was what I was going to add to The NCR mod in version 3.

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