Thank you for this great mod, really enjoying so far.
Noticed on the Quest: "Tools for the Guild" that i seem to be ending up with a greater reward than the dialogue suggests. In the description of the reward, I'm suppose to be getting 3 Grand-master tools each and 1000 gold, seem to be ending up with 23 each and 1000.
You're right. I mistakenly thought there were 4 deliveries instead of 3, which affected the reward calculation. I've just released an updated version that addresses this issue. Thanks for bringing it to my attention! If you spot any other errors, please let me know, and I’ll fix them as quickly as I can :)
1. Why did you kill Fargoth? He's a nice guy. No mod can excuse that.
2. Type in the console "player-> additem aa_mt_fargoths_skooma 1". With the item this adds to your inventory, Arantamo will let you advance to the next quest.
I'm enjoying it a lot, but I am starting to see I should not play this while doing other factions. I practically just assassinated Shotherra for the Morag Tong an hour or so ago, and now I have the quest to steal from her, and of course her body is now gone
Yeah true. I had forgotten to solve this bug. I have uploaded a new version that fixes the problems with of Fargoth and Shoterra, who seem to be the only NPCs with mods or quests that force the player to end their life. Thanks you.
Hey having a bit of a problem. I installed the mod using MO2 and the dialogue prompt won't appear. My character is a Master Thief so that isn't an issue.
Hello. Everything seems to be working fine on a fresh save for me. I've checked everything and I'm almost certain the mod is functioning correctly. It seems like something went wrong with your installation. Make sure you have the "Thief's quest" ESP activated in your Load Order. And, of course, make sure you're using OpenMW. If it still doesn't work, install it manually.
Hello! A pickpocketing overhaul would complement this mod very good. I should install one of those mods myself xD
I hope you've enjoyed the quests. Most of them are designed to reference and explore "hidden" lore, without being intrusive or revealing secrets. I hope that those who have played the mod have also perceived it that way. Any feedback would be greatly appreciated :)
I have been looking at your mods with much interest, and I'm certain that I'm going to check them out once I get the time.
However, I'm writing this comment because you seem to have a problem with converting files to work under the vanilla engine. It's as easy as renaming the .omwaddon part of the file name to .esp. That way, it will work both under OpenMW and the vanilla engine.
Also, if you want to use the vanilla Construction Set instead of the OpenMW one, it also works fine under a Linux computer with Wine. (I'm using Ubuntu, and I never used anything else, it might not be the case under different distributions.) If installing the game with Wine is tricky for you, I recommend using the app, PlayOnLinux, which makes the installation way more user-friendly. The only thing that doesn't work is actually saving your plugin, however you can edit an existing plugin. So the workaround is having a blank .esp and modifying that. If you need a blank .esp, drop me a message at Discord, I can send one over to you.
Hello, Alice! Thank you very much for your comment. I've been following your mods for a long time, and I've enjoyed many of them, especially your Thieve's Guild Overhaul mod. In fact, I started creating my LBNPC mods after doing a proof of concept with your "Guild of Vampire Hunters" mod. I never contacted you to ask to publish it because it was one of my early creations, not of very high quality, and I believe that the characters one creates are too personal for someone else to assign them a personality. Nonetheless, it served as an inspiration for me to continue creating mods.
The truth is, most of the issues I face when converting my mods are solely due to my bad programming habits with the OpenMW Content Editor. OpenMW is much more forgiving in processing script syntax and functions than the Vanilla Engine. I started creating my mods casually and didn't expect to continue for long, so I didn't consider any potential issues with the Vanilla engine. After all, I initially created them for personal use, and I didn't care much about their compatibility (something I now regret).
Most of my mods throw errors when "converted" to ESP for something as simple as not respecting the character limitations in object and quest IDs when creating the mods, among other bad habits. I've changed my behavior now, but I still had mods like this one to publish, which aren't easily convertible without spending an hour or two rewriting simple things.
Regarding the Wine layer, I understand how it works, but once again, not implementing it correctly was all my fault xD Up until this weekend, on the computer where I create the mods, I was using Debian oldstable and had a rather poor Wine configuration. Coupled with emulating a virtual desktop in Wine to run the construction set (which has continued to cause problems even in later configurations, for some reason), it would crash to the desktop. Finally, this weekend, I got up to date (now using Debian 12 lol), and now I have the Construction Set functionally working. It's likely that I'll start making my mods with this from now on to ensure compatibility, even though the OpenMW Content Editor seems much more convenient to me.
Thank you very much for your comment again. I'm really pleased to know that an experienced modder like you has taken notice of my mods :)
32 comments
Thank you for this great mod, really enjoying so far.
Noticed on the Quest: "Tools for the Guild" that i seem to be ending up with a greater reward than the dialogue suggests. In the description of the reward, I'm suppose to be getting 3 Grand-master tools each and 1000 gold, seem to be ending up with 23 each and 1000.
I'm on the quest where I'm supposed to steal from Fargoth, but another mod I have added a quest where he was killed.
2. Type in the console "player-> additem aa_mt_fargoths_skooma 1". With the item this adds to your inventory, Arantamo will let you advance to the next quest.
He attacked me, he didn't like me stealing his ring twice apparently.
Hope you enjoy the mod, anyway :)
I practically just assassinated Shotherra for the Morag Tong an hour or so ago, and now I have the quest to steal from her, and of course her body is now gone
My bad; I'll make a patch to prevent this kind of breaking bugs.
Will let you know if I find anything else that conflicts!
Now I just need to get myself one of these pickpocket overhauls.
I hope you've enjoyed the quests. Most of them are designed to reference and explore "hidden" lore, without being intrusive or revealing secrets. I hope that those who have played the mod have also perceived it that way. Any feedback would be greatly appreciated :)
However, I'm writing this comment because you seem to have a problem with converting files to work under the vanilla engine. It's as easy as renaming the .omwaddon part of the file name to .esp. That way, it will work both under OpenMW and the vanilla engine.
Also, if you want to use the vanilla Construction Set instead of the OpenMW one, it also works fine under a Linux computer with Wine. (I'm using Ubuntu, and I never used anything else, it might not be the case under different distributions.) If installing the game with Wine is tricky for you, I recommend using the app, PlayOnLinux, which makes the installation way more user-friendly. The only thing that doesn't work is actually saving your plugin, however you can edit an existing plugin. So the workaround is having a blank .esp and modifying that. If you need a blank .esp, drop me a message at Discord, I can send one over to you.
The truth is, most of the issues I face when converting my mods are solely due to my bad programming habits with the OpenMW Content Editor. OpenMW is much more forgiving in processing script syntax and functions than the Vanilla Engine. I started creating my mods casually and didn't expect to continue for long, so I didn't consider any potential issues with the Vanilla engine. After all, I initially created them for personal use, and I didn't care much about their compatibility (something I now regret).
Most of my mods throw errors when "converted" to ESP for something as simple as not respecting the character limitations in object and quest IDs when creating the mods, among other bad habits. I've changed my behavior now, but I still had mods like this one to publish, which aren't easily convertible without spending an hour or two rewriting simple things.
Regarding the Wine layer, I understand how it works, but once again, not implementing it correctly was all my fault xD Up until this weekend, on the computer where I create the mods, I was using Debian oldstable and had a rather poor Wine configuration. Coupled with emulating a virtual desktop in Wine to run the construction set (which has continued to cause problems even in later configurations, for some reason), it would crash to the desktop. Finally, this weekend, I got up to date (now using Debian 12 lol), and now I have the Construction Set functionally working. It's likely that I'll start making my mods with this from now on to ensure compatibility, even though the OpenMW Content Editor seems much more convenient to me.
Thank you very much for your comment again. I'm really pleased to know that an experienced modder like you has taken notice of my mods :)