Oblivion
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Clockmon

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Allow fence requirements to be based on your level (or static), and is fully configurable. Plus = optional alternate quest markers for a greater challenge, and additional changes to improve the overall Thieves Guild experience.

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SUMMARY:
Allow fence requirements to be based on your level (or static), and is fully configurable. Plus = optional alternate quest markers for a greater challenge, and additional changes to improve the overall Thieves Guild experience.

REQUIREMENTS:
- At least OBSE 19 (just use the latest version).
- Unofficial Oblivion Patch.esp (there is an optional non-UOP master version available).

DESCRIPTION:
What started this was my desire to allow leveled fencing goals, and the rest grew from there.
- Fully configurable with an INI file.
- Static or leveled fence requirements.
- Static or leveled gold rewards.
- Alternate quest markers.
- Fence goal variable to use with a HUD mod.
- Many of the additional changes are from my own preferences.
- TWO VERSIONS:
  1) Independent Thievery Leveled Plus.esp = requires the Unofficial Oblivion Patch.esp as a master file. References an asset to fix a bug in TG08Blind.
  2) Independent Thievery Leveled Plus - no UOP.esp = does not require UOP as a master file, but still includes UOP fixes that do not reference unique UOP assets.

=== INI File ===
- Take your time to fully examine it. Some variables' allowable ranges have changed.
- The defaults are set to match vanilla game settings, so it is set to Static fencing goals and gold rewards.
- You can change the settings at any time.
- If any value is out of the acceptable range, you will get a warning to fix it. You should address these warnings before continuing to play, or you may get unexpected results.

Note: The markers ini variables are not loaded until stage 30 of "Finding the Thieves Guild." The fencing and rewards ini variables are not loaded until you have joined the Thieves Guild.

I suggest the following values for a good challenge:
Set TGStolenGoods.FenceMethod to 1 (leveled)
Set TGStolenGoods.TG02FencePerLevel to 20 to 50 (initial starting requirement)
Set TGStolenGoods.FenceMax to -1 (no limit)
Set TGStolenGoods.RewardMethod to 1
Set TGStolenGoods.TG03RewardPerLevel to 20
Set TGStolenGoods.RewardMax to -1 (no limit)

Be sure to back up your changed INI file or document your settings.

=== Leveled Fencing Goals ===
- The fencing requirements will be primarily based on your character's level.
- The fenced amount needed is set when you are eligible to ask for the next job (when you complete the previous one), not when you actually ask for the job. This is because the doyen needs to know if you have fenced enough yet.
- A multiplier is applied to the previous fence per level amount for each successive quest to match the base game's increases.
- Setting the starting fence amount required per level (TG02FencePerLevel) to 20 will provide a decent challenge. 50 and over can be even more fun - you WILL need to find and steal good loot. You can use the included spreadsheet to test various settings.
- If you set the starting fence per level to 0, all following fence per levels will also be 0. To make any later fence per level greater than 0 again (TG03, TG04, etc.), you must set the starting level to something greater than 0, since all are based off the initial one.
- You can change the INI settings at any time. If you lower them, you will probably meet the requirements for the next few jobs since you've fenced a lot already. Once you finish a job, the next job's fence requirement is locked in, even if you gain levels before asking for it.
  -- For example, the fence method and amount for "Untaxing the Poor" are locked in once you finish "May the Best Thief Win" and have reported back to Armand ("Untaxing the Poor" is now an available job). If you change the settings before requesting the "Untaxing the Poor" job, the changes will not take effect until you finish it.
- To make the amount purely leveled, set all the multipliers to 0.
- I recommend mods that make more containers and items owned to allow for more fencing opportunities.

=== Leveled Gold Rewards ===
- You can also set the gold reward to be static or leveled.
- These also have multipliers that match the base game's values.
- To make it purely based on your level, set all the multipliers to 0.

=== Alternate Quest Markers ===
- You can choose to hide or replace most quest markers with generalized ones to get in the vicinity of the objective.
- These alternate markers will disappear once you get close.
- These include the beggars, Gray Fox meeting locations, doyens, and the fences. This is simply intended to provide more of a fun challenge.
- Example 1: you are told to find the bust of Llathasa Indarys in Cheydinhal's chapel undercroft. When ShowMarkers = 1, the marker points directly at the bust and it stays on. If ShowMarkers = 0, the marker disappears once you enter the undercroft and you have to search for the bust.
- Example 2: Finding a fence. When turned off, the marker disappears once you are inside the respective city (interior and buildings).
Note: A special case is Fathis Ules, the master fence. During "Sins of the Father", he will relocate to Chorrol. He does not offer services during stages 70 and 80, so the marker will not appear. Given your rank, I assume you heard whether he is in Chorrol or the Imperial City, and when he is not available as a fence. This is meant to lower frustration and prevent you slogging all the way to Chorrol only to find out he doesn’t offer his services.

=== Other Changes ===
- Independent Thievery log entries are made generic, with message popups to tell you how much you need to fence.
- More stages have been added to provide additional feedback and many log entries have been updated as well.
- Both the tax records and gold are now required for "Taxing the Poor."
- The note from the Mages Guild in "Misdirection" is now actually dropped by Lex. Due to a standard Oblivion bug, it may fall through the ground, so I suggest saving before that happens.
- Once "The Ultimate Heist" is done, a new quest tracks the fences for you if you want to continue fencing.

=== HUD Support ===
- The variables TGStolenGoods.ShowFenceGoal and TGStolenGoods.FenceGoal can be used by a HUD mod to display the required fence amount when the player hasn't reached the goal yet. Personally, I use HUD Status Bars (34905 by TheNiceOne), so here is the code as an example. ShowFenceGoal is set in the mod, and FenceGoal is the required amount needed to fence. If you use another HUD mod, just use the variables. I also suggest showing the current amount fenced by using the game's global GetAmountSoldStolen.

; === Display Gold needing to fence through the Thieves Guild (fence goal).
; === Enable only if Independent Thievery Leveled Plus mod is active.
; Display the HUD data (no bar, but still specify position)
set tnoHSB.hud_val to sv_Construct "TGStolenGoods.FenceGoal"
set tnoHSB.hud_type to HUDtxtNoBar
set tnoHSB.hud_x to 32
set tnoHSB.hud_y to 99.6
set tnoHSB.hud_textDisplay to HUDtxtValue
set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
set tnoHSB.hud_name to sv_Construct "Goal = "
set tnoHSB.textSize to 14
set tnoHSB.hud_textPos_x to HUDtxtLeft
set tnoHSB.hud_textPos_y to HUDtxtCenter
; Display only if the relevant quest is not finished.
set tnoHSB.hud_visible to sv_Construct "TGStolenGoods.ShowFenceGoal == 1"
SetStage tnoHSB 10

INSTALLATION:
- Enable this mod before you start Finding the Thieves Guild (a new game is best).
- Extract one of the plugins to the Data folder:
  1) Independent Thievery Leveled Plus.esp = the Unofficial Oblivion Patch.esp is installed.
  2) Independent Thievery Leveled Plus - no UOP.esp = UOP is not installed.
- Extract the Ini folder to the Data folder (the ini file is in the Ini folder).
- If upgrading to 1.2, just overwrite and continue your game. I recommend renaming your old ini file, and then transfer your settings to the new file. The ini variables are the same from 1.1, but I made 1.2's version much more descriptive.

What makes UOP a master:
- TG08Blind, "Turning a Blind Eye," Stage 20 Script.

COMPATIBILITY:
- This mod makes many changes to quests, scripts, and dialog topics, among others, so I anticipate a high chance of conflicts.
- It will likely conflict with other mods that affect Thieves Guild quests. Confirm by examining with TES4Edit and adjust the load order. Feel free to make compatibility patches for my mod, and you have permission to publish if you also have the other author's permission, if required.
- I changed some cell names to differentiate different zones with the same name. Mods that alter cells, such as lighting mods, may restore the original names.
- I included any changes made by the Unofficial Oblivion Patches.

LOAD ORDER:
Load after Unofficial Oblivion Patch mods.

CHANGE LOG:
V1.0 = Initial release.
V1.1 = Fixed mismatch bug between variable name between ini file and script (static fence amounts were set to 0 in the script). If any value is out of the acceptable range, the default value is used.
V1.2 = Changed error checking to warn you which ini variable is set to an invalid value so you can fix it, and it no longer changes the value. I thought this was a better solution given the complexity of the ini file. I also made the ini file comments more descriptive.

CREDITS:
Bethesda, for making Oblivion.
ShadeMe, for the Construction Set Extender.
ElminsterAU and the xEdit Team, for TES4Edit.
OBSE team.
Unofficial Oblivion Patch team.