The Elder Scrolls Toolkit
tes-toolkit
is a tool to help you track progress in thoroughly minmaxing characters in the Elder Scrolls games.
Currently, only TES4: Oblivion is supported.
Morrowind will definitely be added next but other games only if I get round to playing them - patches are welcome if you feel strongly.
Background
I love Oblivion and decided to properly minmax a character to avoid the leveling problem.
Copying character information from the game to handwritten notes and tracking progress was tedious and error-prone, so this project was born.
The result is a basic interface written in Python 3 which automates the tedious bookkeeping of the process.
Unlike tools like Oblivion Character Planner, this tool expects you to know what you're doing and simply makes journaling your progress easier, rather than guiding you by the hand.
Therefore a good grasp of the game's mechanics is required.
If you're a new player check out the required reading section, which points you to the peerless UESP.
Installation
tes-toolkit
is published on PyPI, so you can simply pip install tes-toolkit
.
It has no dependencies so won't clutter your machine with junk and can easily be pip uninstall
ed.
Note the PyPI name tes-toolkit
vs the module name tes_toolkit
- blame the Python developers.
If you prefer you can also just download tes_toolkit.py
from the GitHub repo.
Quickstart
Setup
The module is designed to be used from an interactive Python session:
someone@computer ~ $ python
>>> import tes_toolkit
Most people will want to create a class with a name, specialisation, favoured attributes and major skills, then create a character with a race, gender, class and birthsign.
The 21 default classes are included for completeness' sake, however.
# create a custom class - use this to follow the rest of the quickstart
>>> myclass = tes_toolkit.CharacterClass('Class name','magic',['endurance','luck'],['alchemy','alteration','block','conjuration','hand to hand','light armor','marksman'])
>>> c = tes_toolkit.Character('breton','f',myclass,'apprentice')
# alternative - use a default class
>>> alt = tes_toolkit.Character('imperial','m',tes_toolkit.default_classes['battlemage'],'lady')
Core usage loop
Python's autocomplete is highly recommended, e.g. c.i <TAB> 'someskill')
# print core character info. easy to compare with in-game journal
>>> c.journal()
____ _ _
/ ___| |__ __ _ _ __ __ _ ___| |_ ___ _ __
| | | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
| |___| | | | (_| | | | (_| | (__| || __/ |
\____|_| |_|\__,_|_| \__,_|\___|\__\___|_|
_ _
(_) ___ _ _ _ __ _ __ __ _| |
| |/ _ \| | | | '__| '_ \ / _` | |
| | (_) | |_| | | | | | | (_| | |
_/ |\___/ \__,_|_| |_| |_|\__,_|_|
|__/
LEVEL 1 STRENGTH 30
CLASS Class name INTELLIGENCE 50
SIGN Apprentice WILLPOWER 50
AGILITY 30
HEALTH 70 SPEED 40
MAGICKA 250 ENDURANCE 35
FATIGUE 145 PERSONALITY 40
ENCUMBRANCE 150 LUCK 55
==================
MAJOR SKILLS
==================
block 25
hand to hand 25
alchemy 35
alteration 35
conjuration 40
light armor 25
marksman 25
==================
MINOR SKILLS
==================
armorer 5
athletics 5
blade 5
blunt 5
heavy armor 5
destruction 10
illusion 15
mysticism 20
restoration 20
acrobatics 5
mercantile 5
security 5
sneak 5
speechcraft 5
# print "hidden" information about this level-up so far
>>> c.progressToLevelUp()
Working towards level 2
majors 0/10
------------------
STRENGTH 0
INTELLIGENCE 0
WILLPOWER 0
AGILITY 0
SPEED 0
ENDURANCE 0
PERSONALITY 0
------------------
Times trained 0/5
# increase a skill when it happens in-game
>>> c.increaseSkill('heavy armor')
heavy armor increased to 6
# increase a single skill by more than one - useful when catching up or at low levels with rapid increases
>>> c.increaseSkill('armorer',9)
armorer increased to 14
>>> c.progressToLevelUp()
Working towards level 2
majors 0/10
------------------
STRENGTH 0
INTELLIGENCE 0
WILLPOWER 0
AGILITY 0
SPEED 0
ENDURANCE 10
PERSONALITY 0
------------------
Times trained 0/5
# track training sessions
>>> c.increaseSkill('alchemy',3,True)
alchemy increased to 38
>>> c.progressToLevelUp()
Working towards level 2
majors 3/10
------------------
STRENGTH 0
INTELLIGENCE 3
WILLPOWER 0
AGILITY 0
SPEED 0
ENDURANCE 10
PERSONALITY 0
------------------
Times trained 3/5
# level up - increase tenth major skill and call levelUp
# endurance, intelligence and luck will be automatically detected as the best attributes to raise
# confirm interactively and you're level 2
>>> c.increaseSkill('conjuration',7)
conjuration increased to 47
Level up available
>>> c.levelUp()
Autodetection succeeded - detected ['intelligence', 'endurance', 'luck']
Are you happy with these attributes? Type 'yes' to proceed
yes
>>> c.journal()
____ _ _
/ ___| |__ __ _ _ __ __ _ ___| |_ ___ _ __
| | | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
| |___| | | | (_| | | | (_| | (__| || __/ |
\____|_| |_|\__,_|_| \__,_|\___|\__\___|_|
_ _
(_) ___ _ _ _ __ _ __ __ _| |
| |/ _ \| | | | '__| '_ \ / _` | |
| | (_) | |_| | | | | | | (_| | |
_/ |\___/ \__,_|_| |_| |_|\__,_|_|
|__/
LEVEL 2 STRENGTH 30
CLASS Class name INTELLIGENCE 55
SIGN Apprentice WILLPOWER 50
AGILITY 30
HEALTH 84 SPEED 40
MAGICKA 260 ENDURANCE 40
FATIGUE 150 PERSONALITY 40
ENCUMBRANCE 150 LUCK 56
==================
MAJOR SKILLS
==================
block 25
hand to hand 25
alchemy 38
alteration 35
conjuration 47
light armor 25
marksman 25
==================
MINOR SKILLS
==================
armorer 14
athletics 5
blade 5
blunt 5
heavy armor 6
destruction 10
illusion 15
mysticism 20
restoration 20
acrobatics 5
mercantile 5
security 5
sneak 5
speechcraft 5
# save character to file, by default "saved-character.json"
>>> tes_toolkit.saveCharacter(c)
If you're calling Python from a directory with a saved-character.json
file, you can invoke the module directly:
someone@computer ~ $ python -i -m tes_toolkit
Saved character loaded successfully
>>>
Note the -i
flag is required so we can actually use our character.
This method also means that you can omit the initial tes_toolkit.
from calls, e.g. saveCharacter(c)
.
# manually specify attributes to increase on level-up. useful when increasing luck
>>> c.levelUp(['strength','agility','luck'])
# show magic skills by mastery level - leave blank for all skills
>>> c.skillLevels('magic')
==================
SKILL LEVELS
==================
--- APPRENTICE ---
alchemy 38
alteration 35
conjuration 47
----- NOVICE -----
destruction 10
illusion 15
mysticism 20
restoration 20
# show how we're doing in the overall scheme of minmaxing
>>> c.minmax()
==================
SKILL UP MARGINS
==================
STRENGTH
0 .................................................. 125
INTELLIGENCE
0 .................................................. 105
WILLPOWER
0 .................................................. 135
AGILITY
0 .................................................. 125
SPEED
0 .................................................. 145
ENDURANCE
0 .................................................. 135
PERSONALITY
0 .................................................. 155
LUCK
0 .................................................. 4
==================
ATTRIBUTE ORDERING
==================
Status: OK
Increase attributes in any order, although there are only
28 spare level ups until you need to increase AGILITY
==================
IDEAL STATISTICS
==================
LEVEL
2 ##................................................ 50
HEALTH
84 ######............................................ 648
MAGICKA
260 #####################################............. 350
FATIGUE
150 ###################............................... 400
ENCUMBRANCE
150 ###############................................... 500
# apply the Oghma Infinium bonus interactively
>>> c.oghmaInfinium()
Choose a path from 'steel', 'shadow' or 'spirit'
STEEL | SHADOW | SPIRIT
---------------------|---------------------|----------------------
Strength +10 = 40|Agility +10 = 40|Intelligence +10 = 65
Speed +10 = 50|Speed +10 = 50|
---------------------|---------------------|----------------------
Blade +10 = 15|Sneak +10 = 15|Conjuration +10 = 57
Blunt +10 = 15|Security +10 = 15|Restoration +10 = 30
Heavy Armor +10 = 16|Light Armor +10 = 35|Destruction +10 = 20
steel
STEEL
---------------------
Strength +10 = 40
Speed +10 = 50
---------------------
Blade +10 = 15
Blunt +10 = 15
Heavy Armor +10 = 16
Are you happy with this path? Type 'yes' to proceed
yes
# import an existing character at a level greater than 1.
# only works assuming a level up has just taken place
>>> attributes = {'strength': 35, 'intelligence': 80, 'willpower': 100, 'agility': 30, 'speed': 50, 'endurance': 100, 'personality': 40, 'luck': 65}
>>> skills = {'acrobatics': 24, 'alchemy': 50, 'alteration': 88, 'armorer': 55, 'athletics': 43, 'blade': 30, 'block': 53, 'blunt': 11, 'conjuration': 61, 'destruction': 69, 'hand to hand': 34, 'heavy armor': 58, 'illusion': 47, 'light armor': 36, 'marksman': 28, 'mercantile': 29, 'mysticism': 54, 'restoration': 55, 'security': 22, 'sneak': 13, 'speechcraft': 26}
>>> health = 298
>>> level = 15
>>> c.override(attributes,skills,health,level)
# make sure everything checks out
>>> c.validate()
Everything looks good :)
0
# save characters with a different file name to e.g. keep backups or maintain multiple characters
>>> tes_toolkit.saveCharacter(c,'other filename')
# load a saved character
>>> c = tes_toolkit.loadCharacter('savename')
# last resort in case we didn't save anything here - undoes all progress this level
# WARNING: no prompt
>>> c.resetToLastLevel()
Reference documentation
Full documentation for each class, method etc. is available as docstrings.
Examine the code or browse them interactively for details.
In particular, the module-level documentation has overviews of what's available.
Required reading