Localized Thieves Guild Jobs poll

Post » Thu Jan 09, 2014 10:07 pm

I'm planing to add targets for the thieves guild jobs, those from Vex and Delvin, in the rest of the holds capitals (Dawnstar, Falkreath, Morthal and Winterhold). This will be an addition to my mod Localized Guild Jobs and targets will be chosen from existing vanilla NPC, houses and shops.
Links: http://steamcommunity.com/sharedfiles/filedetails/?id=21245 http://www.skyrim.nexusmods.com/mods/14509
I'm making this poll because doing this will involve a bit of work, somehow boring, repeated, copy-paste work and I want to see how many people will actually enjoy it. Also I want your impression on the timed jobs already there.
Any comments are welcome, but please stay on topic, issue reports and stuff like that post them in mods comments.
Also if you have other ideas of additions to this mod post it but keep in mind that I do mostly quest editing and scripting, adding those business ledgers in those other cities is the most cell edit I want to do, stuff that involve other tools than CK to make is out of question cause I have no expertise, very little free time and work from a laptop. I'd be interested if you have an idea for other job types but with comparable complexity to the vanilla jobs, nothing too extravagant.
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aisha jamil
 
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Post » Fri Jan 10, 2014 4:24 am

First off, this is the first I'd heard of your mod and I haven't tried it yet so take my opinion with a grain of salt.

I would love a Thieves Guild infinite quest overhaul, and being able to request a target town was much needed. As far as timed missions, it could be very good but the only quests that seem to make sense as time sensitive in vanilla are Shill and Numbers. For the theft missions, perhaps rather than outright failing, having to split your reward with another thief if you don't complete it in time because the guild has to send someone else [flavor, no scripted NPC required], and failure in twice the standard time [because the other thief succeeded]. Like I said though, I haven't seen how you implemented it.

As far as other holds, please do this. My thief tries to pad his activities in an area before he heads out, and having more locations to steal from is always better. Ideally, we'd be able to take more than one quest per giver, but that might break things. I think it makes more sense for a thief to come in and steal as much as possible in a night than it does for things to mysteriously go missing every time he comes to visit.

As far as other quests, there are a lot of things a Thieves Guild does. Some thieves are spies. Some thieves are cogs in the great machine of a Master Thief's plan, skilled at being in the right place at the designated time. Some are dashing rogues whose honeyed words bend everyone to their whim. There are many such jobs that are mechanically identical to the existing quests but with different flavor, allowing for slightly better RP:

Similar to Shill Jobs:
  • Helping Hand - Help out a fellow thief by planting some tools of the trade [specific clothes (disguise), lockpicks, potion of invisibility, arrows] in a special container, or unlocking a door, around a certain day and time.
Similar to Burglary:
  • Copy Message/Intel - take a document from container, consume charcoal and roll of paper to make duplicate, return document to original container, return duplicate to quest giver
Similar to Fishing:
  • Provide False Correspondence/Intel - pickpocket war reports/messages/letters from, and reverse pickpocket falsified versions onto, couriers as they travel between cities (would, by nature, be timed as well) [Whatever the Khajiit caravans use to travel could probably be copied and modified for this.]
Newish Quests:
  • Hand off - Not dissimilar to the random encounter where a thief gives you an item to hold on to, except this is guild ordered and you're supposed to bring it back to the guild.
  • Distraction - Get within a certain proximity of a thief to alert them to your arrival, then earn a bounty in that area to provide a distraction [no murder], return to guild without clearing bounty. Guild clears your bounty on return. [I think this is the most complex one so far. Hopefully it's not too complex.]
  • Persuasion - Persuade someone to slip a lockpick to a prisoner, or leave a parcel somewhere. [These are just persuasion checks plus loss of an item.]

I hope something in there is helpful, and that nothing was overly complex. It's mostly just additional flavor rather than anything new or exciting. But back to the original topic, I'd love to see more holds added and am looking forward to giving your mod a try. /smile.png' class='bbc_emoticon' alt=':)' />
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Bek Rideout
 
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Post » Thu Jan 09, 2014 9:24 pm

@DigitalWanderer
Reverse pickpocket is missing from the jobs, and the idea of using some sorts of letters for that I like. Slipping a lockpick to a prisoner I would also like to add if there could be always some sort of a challenge like guards around who won't have to see you.
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Leticia Hernandez
 
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Post » Fri Jan 10, 2014 4:02 am

Version 3 available on nexus and steam.
Adds Vex and Delvin's jobs in Dawnstar, Falkreath, Morthal, Winterhold. Please help me by checking those jobs testing also the fail conditions for those quests. Thanks.
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Karl harris
 
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Post » Fri Jan 10, 2014 3:31 am

New poll added!!!
I made what I asked at the first question.
Now I added a 3rd question. When and how committed I'll be in adding to this mod will also depend on how much interested will be manifested towards this poll.
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Cccurly
 
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Post » Fri Jan 10, 2014 3:21 am

I'm looking to gather motivation and implement special jobs for the minor holds where I added the guild jobs in the latest versions of this mod. My main plan is first of all to use existing NPCs and if possible convert some misc quest to act as special job mainly because of dialogues and cause is not my thing to add content to the Skyrim world. So I'm looking for ideas along those lines not only for the quest itself but also to identify the vnilla NPCs which will best fit the fence position after the quest.

Till now I'm thinking of:

- Falkreath (Falkreath): quest giver: ??? relocate Endon maybe; quest (existing): move the Silver Lining quest to this hold as the target is nearby.

- Reach (Markarth) as it's quest was moved: quest giver: Degaine; quest (existing): Steal Dibella Statue (part of the Hearth of Dibella quest)

- Pale (Dawnstar): quest giver: Ravam Verethi; quest (new): get him captain of the Sea Sqall as (he already states his ambitions for that in vanilla) by framing the current captain and get him in prison

- Hjaalmarch (Morthal): quest giver: Falion; quest (existing): Falion's secret - you'll be sent to find something on Falion and blackmail him into becoming a fence for the guild

- Winterhold (Winterhold): quest giver: Enthir; quest: ??? but he'll become a fence only afterwards

- Rift (Riften): quest giver: Tonilla; quest (existing): Thieves Guild Caravan Fence

With those additions the mod will be best suited for a new playtrough but I'd make it so that if you completed those quests Delvin will say something like "We already have a connection there" and instantly make the NPC a fence and give the other benefits.

So, what you think? Any ideas to fill in the "???" or better ideas for the ones I proposed but note that converting existing quests will happen most likely.

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Dale Johnson
 
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