Greg Posted January 31, 2016 Share Posted January 31, 2016 The Requirements Only version simply increases the number of radiant quests required between "story" quests in the guild questline, and adds skill, level, and time requirements as well. These requirements are all configurable via a SkyUI MCM panel, and included bat file, or console commands. Before Your Trial in "Proving Honor"One defensive combat skill (Light or Heavy Armor, or Block) at least 30One weapon skill (One-Handed/Two-Handed/Archery) at least 30Player level at least 5At least 10 radiant quests done since joining (including one for each member of the Circle)Before Being Invited to Join the Circle before "The Silver Hand"One defensive combat skill (Light or Heavy Armor, or Block) at least 40One weapon skill (One-Handed, Two-Handed, or Archery) at least 50Player level at least 10At least 8 radiant quests done since "Proving Honor"Before Kodlak's Request in "Blood's Honor"One defensive combat skill (Light or Heavy Armor, or Block) at least 50One weapon skill (One-Handed/Two-Handed/Archery) at least 60Player level at least 15At least 6 radiant quests done since "The Silver Hand"Other Configurable ChangesYou will need to do 2 radiant quests for Aela and Farkas before the radiant quests for Vilkas and Skjor will unlock.Members of the Thieves Guild cannot join the Companions; members of the Dark Brotherhood need at least 60 Speech to join.Former criminals who once accumulated a large bounty will be unable to join without at least 60 speech.Vampires who are currently past stage 1 will be recognized for what they are and barred from joining until they cure themselves.Enhanced Skyrim Factions - The Companions Guild on Nexus I just went through the Companions questline and it blew me over to remember just how fast the player goes from unknown nobody to Harbinger -- I think it is unrealistically fast so I began searching for a mod along the same lines as Thieves Guild Requirements, Not So Fast Main Quest, and Timing is Everything. The Requirements Only version of this mod seems to fit very well and there are zero conflicts/edits in the esp and it comes with a well-designed MCM so the requirements can be customized. I just installed it and restarted the Companions quest, so we'll see how it goes. The default configuration may need a bit of tweaking depending on your character. I play a sneaky archer and my armor and block skills are usually non-existent, so I'll have to lower the defensive skill levels. I'm tempted to mark this mod for testing, but I thought I should let the topic simmer for a day or so to get feedback from others that have actually used the mod. Link to comment Share on other sites More sharing options...
EssArrBee Posted January 31, 2016 Share Posted January 31, 2016 This mod is in testing: https://forum.step-project.com/topic/673-enhanced-skyrim-factions-companions-guild/ Link to comment Share on other sites More sharing options...
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