Package: tes-toolkit
The Elder Scrolls Toolkittes-toolkitis a tool to help you track progress in thoroughly minmaxing characters in the Elder Scrolls games.Currently,only TES4: Oblivionis 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.BackgroundI love Oblivion and decided to properly minmax a character to avoidthe 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 likeOblivion 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 therequired reading section, which points you to the peerless UESP.Installationtes-toolkitis published onPyPI, so you can simplypip install tes-toolkit.
It has no dependencies so won't clutter your machine with junk and can easily bepip uninstalled.
Note the PyPI nametes-toolkitvs the module nametes_toolkit-blame the Python developers.If you prefer you can also just downloadtes_toolkit.pyfromthe GitHub repo.QuickstartSetupThe module is designed to be used from an interactive Python session:someone@computer ~ $ python
>>> import tes_toolkitMost 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 loopPython'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)ExtrasIf you're calling Python from a directory with asaved-character.jsonfile, you can invoke the module directly:someone@computer ~ $ python -i -m tes_toolkit
Saved character loaded successfully
>>>Note the-iflag is required so we can actually use our character.
This method also means that you can omit the initialtes_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 documentationFull 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 readinghttps://en.uesp.net/wiki/Oblivion:Character_Creationhttps://en.uesp.net/wiki/Oblivion:Attributeshttps://en.uesp.net/wiki/Oblivion:Skillshttps://en.uesp.net/wiki/Oblivion:Levelinghttps://en.uesp.net/wiki/Oblivion:Efficient_Levelinghttps://en.uesp.net/wiki/Oblivion:Increasing_Skillshttps://en.uesp.net/wiki/Oblivion:Endurance(especially the Health Gains section)