For anyone interested in this mod: This mod is very old, you will need to use Tes4Edit to forward the recent changes from UOP. Changes in the quest log have some typos but nothing major, but otherwise, the Dialog Topic and Quest entries must be patched or you risk to experience the bugs described in UOP's changelog.
Thank you so much for this. I always found it odd that I could knock over ONE shop in the imperial city and suddenly I'm reliable enough to be the grey fox's right hand man.
Just as a technical note, the difference between "short" and "long" in Oblivion is mostly semantic. Once the game engine actually starts, there is no difference between short and long, and in fact they are both stored as floating point numbers!
In the editor, the only difference between short/long/int and float values is that short/long/int are automatically truncated when floating point values are assigned to them, even though they are still (generally) stored as floating point values at runtime.
What are your feelings on custom-tweaked versions of this plugin? I love the concept behind the "Very Hard" version, but a cumulative arithmetic curve might be fairer -- say, a cumulative +300 gold per level, so +300 (300) for the first rank, +600 (900) for the second rank, +900 (1800 for the third rank), +1200 (3000) for the fourth rank, +1500 (4500) for the fifth rank, +1800 (6300) for the sixth rank, etc.
It still has the "one mega-value item will break the progression" issue, but it's still an improvement I figure. Otherwise, going from +12800 to +25600 is a huuuuge step, outside of the realm of "very hard" and inside of the realm of "game breaking". The theory of burglarising whole cities is accurate -- and would upset the atmosphere of the game, especially since no one even notices when their stuff is gone...
i stole a piece of enchantedarmor from a castle once which i sold to the very first fence for 6000 gold (i had just joined guild), this basically meant i could do all the quests in the guild without needing to steal again =/. thanks for the mod, i reckon very hard should suit it well >=D
one of the best game improvments I have seen and Im not even joking...in one string of theft or even stealing from one nice house you gain like 4 levels in the thieves guild, I mean I dont try to be this master thief, but its hard not too! I mean I guess it comes down to self control but the levels are way too low in any case.
That's weird, I'll take a look. I checked a few times to make sure, but I'm also dyscalcic, so it's not surprising, given numbers turn backwards in my head half the time.
I am using the Very Hard version and I've sold 7311 gold worth of stolen items and have completed the turning a blind eye mission. Should'nt I have sold 12700 in order to have completed this mission? Also my journal failed to update when I needed to get 6300 worth of stolen goods.
Lastly, in the construction set, under gameplay-edit scripts- at least two of the files contain the original game amounts for fencing.
TG08BlindScriptand TG09ArrowScript perhaps they are causing a problem. Thanks in advance for your time and mod!
15 comments
In the editor, the only difference between short/long/int and float values is that short/long/int are automatically truncated when floating point values are assigned to them, even though they are still (generally) stored as floating point values at runtime.
What are your feelings on custom-tweaked versions of this plugin? I love the concept behind the "Very Hard" version, but a cumulative arithmetic curve might be fairer -- say, a cumulative +300 gold per level, so +300 (300) for the first rank, +600 (900) for the second rank, +900 (1800 for the third rank), +1200 (3000) for the fourth rank, +1500 (4500) for the fifth rank, +1800 (6300) for the sixth rank, etc.
It still has the "one mega-value item will break the progression" issue, but it's still an improvement I figure. Otherwise, going from +12800 to +25600 is a huuuuge step, outside of the realm of "very hard" and inside of the realm of "game breaking". The theory of burglarising whole cities is accurate -- and would upset the atmosphere of the game, especially since no one even notices when their stuff is gone...
Lastly, in the construction set, under gameplay-edit scripts- at least two of the files contain the original game amounts for fencing.
TG08BlindScriptand TG09ArrowScript perhaps they are causing a problem. Thanks in advance for your time and mod!