New version out: I separated the Nightingale Armor changes into a separate esp, and also changed the hidden "full set bonus" from +25 armor (boring) to +15% better sneaking (appropiate).
You can keep using the current version of the mod without issue, but for future downloads you'll need the Thieves Guild Outfits Rebalanced - Dragonborn or Vanilla AND the Nightingale esp, or you can drop the latter, and use a different mod for Nightingale set changes, if you so desire.
I have to ask - why the sneaking on nightingale? By the time you get that, your sneak should already be pretty high, especially if you used the thief stone when/before starting the TG quests. The frost resist or armor increase would be way better. Frankly, I like the armor increase the most.
Killing is bad for the Thieve's Guild, even the Brynjolf comments on this - so, even if Thiefs are great at sneaking, it doesn't mean you are going to kill people (quite on the contrary, you want to avoid conflict). For the Nightingale, Fortify Pickpocket instead of Fortify One-handed and Fortify Sneaking on the hood (if that's possible) seem more appropriate. But that's lore and content wise; for balance changes, those are great!
Edit: clarification Thieves = sneaking, lockpicking, pickpocket and stamina (so you can run away) Assassins = sneaking, lockpicking, one-hand/bow damage and illusion cost Muffle for both =)
I realize that Thieves aren't as much for killing as the Dark Brotherhood. But with that being said... after getting Nightingale Armor the next TG quest is actually "fight your way through an army of dwemer automatons and Falmer, so you can get to kill Mercer Frey" and the next is "fight your way through an army of Ghosts".
So even if you're not so much murdering people, you still find yourself having to fight your way through beasts, automatons, the undead, and hostile humanoids.
And besides... If I made the Nightingale armor fortify pickpocket, lockpicking and sneaking, there'd soon be no reason to use the Guild Master Armor. I wanted to keep them more distinct. Guild Master = master thief, Nightingale = master thief/shadow-warrior, like a 'Nightblade' I guess.
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You can keep using the current version of the mod without issue, but for future downloads you'll need the Thieves Guild Outfits Rebalanced - Dragonborn or Vanilla AND the Nightingale esp, or you can drop the latter, and use a different mod for Nightingale set changes, if you so desire.
Lemme know if there are any issues (I haven't tested the non-DLC version, but should be alright, as worked just like the original)
But that's lore and content wise; for balance changes, those are great!
Edit:
clarification
Thieves = sneaking, lockpicking, pickpocket and stamina (so you can run away)
Assassins = sneaking, lockpicking, one-hand/bow damage and illusion cost
Muffle for both =)
But with that being said... after getting Nightingale Armor the next TG quest is actually "fight your way through an army of dwemer automatons and Falmer, so you can get to kill Mercer Frey" and the next is "fight your way through an army of Ghosts".
So even if you're not so much murdering people, you still find yourself having to fight your way through beasts, automatons, the undead, and hostile humanoids.
And besides... If I made the Nightingale armor fortify pickpocket, lockpicking and sneaking, there'd soon be no reason to use the Guild Master Armor. I wanted to keep them more distinct. Guild Master = master thief, Nightingale = master thief/shadow-warrior, like a 'Nightblade' I guess.