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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.

skyrimiconI wanted to give my site users a little pressy for christmas for their support and understanding over the recent site changes. Its hard modding when every file you make increases the amount of abuse you get. So the changes where nessessary if I am to keep on modding.

So this is for TEG users.

Skyrim Fighters Guild V1.

Extract from the docs.

skyrimiconWhat has taken 16 days to produce, has 22 quests, 3 guild halls, 8 followers, 20+ NPCs, 3 merchants and a Guild Hall you have to buy and upgrade your self ?

Must be the new TEG Fighters Guild :)

Which has just had its last quest made for it and it passed the initial tests. All that is left now is to add the voice lines I have recieved from my 1 voice actor (had to scrap lots of ideas due to a lack of volunteers for this mod) and and then give it a full test run. Most NPCs will just have to use my voice instead.

Tomorrow the voice files will be processed and final testing will take place. I'll be wanting to make a video and write some docs for it for the release but I am on track for an end of November release date.

skyrimiconI am nearly at the half way point of the Fighters Guild Mod now, with 13 out of 30 quests done, not including 2 quests that handle stuff in the background.

It was a difficult mod to start because most missions sound pretty boring but after the first 5 quests I figured out how to make them far more interesting and went with it. Now its actually a rather exciting mod and is coming along better than I had expected.

The first 6 quests see you opening a second guild hall in Markarth, to go with the first one in Solitude. Each offering quests that are unique to its own hall. For example most quests offered in Markarth are related to markarth politics, the forsworn and the silver-bloods. The Solitude Branch is more broad minded.

Now the quest line is moving forward, I am thinking about changing the plans for the final 5 to 10 quests, eg making it a 35 quest mod instead of a 30 quest mod and have the player establish the 3rd Fighters Guild Hall else where and build it up and run it.

I feel even with the changes that make things a lot more interesting, its important to pull a crazy ivan every now and again and change direction completely :)

skyrimiconOn the anniverary of my last mod released to the TES community 7 years ago now, and because even after all this time I still get trouble from them so will not be silent about this. I like to remind players of what they lose every time they drive a modder to quit. Many modders never make any more mods so you never see what you lost after they quit. I am a special case, you can take tally of the damage caused to your community the day they drove me away by looking at the mods made here and asking your self, why are these not on Nexus for all to enjoy.

"IF" you are lucky enough to be amongst the 1% of TES mod users that know about TEG (I keep TEG off the TES community radar delibrately), and "IF" I accepted you as a member of my forum (which is not a guarrentee). You can even experience the mods 99% of TES fans will never see or hear about because of past and current activites.

Today, I want you think about this.... the price on your community of supporting mod trolls who ever they may be (User, tool maker, Patch maker, developer). I want you to understand the price you pay and continue to pay for supporting them. In the end the content creators you call modders, stop supporting you, stop making you cool stuff because if it, after that, you never see their stuff again unless you are lucky as TEG users are in this case.

So keep that in mind as you click read more.

Friday the 28th. Founded 2009 - Templates Joomla 3.3