About this mod
...who never learn their lesson.
This is a tiny mod that makes the hired thugs appear more often. The mod *does not* increase the number of thugs or make them stronger, they are just the same vanilla thugs, but they will show up more often. See the longer description for details.
- Permissions and credits
...who never learn their lesson!
This is a tiny mod that makes the hired thugs appear more often. The mod *does not* increase the number of thugs or makes them stronger, they are just the same vanilla thugs, but they will show up more often. See below for details.
Why would you need such a mod?
First of all, you probably need a reason to be a "thieving little elf", in other words, whether it's simply food or a valuable silver goblet, stealing things must make sense in your game and there are of course mods on the Nexus just for that. Look for "meltdown" mods, realistic needs mods etc.
Also, these thugs can provide you with gold and valuable equipment if you can beat them. Mind you, as they level up with you, they will start to carry enchanted weapons with them, which you can use yourself or disenchant to learn their enchantment. Of course, defeating them may be challenging, especially for low level characters. The only tip I can give you is this, try hit & run and never let them gang up on you!
What to expect from this mod?
Once you've taken care of one set of hired thugs, there's a chance that a new set of thugs gets sent after you if you steal anything after 48 hours. Yes, there's a 48 hours cooldown period in which your petty criminal activities will be ignored.
How to tell if there are thugs after you?
Type "sqv WIAdditem03" in the console. If the quest is "Running" at stage 10, then you can expect running into hired thugs pretty soon. Once you take care of them the quest is going to jump to stage 200, after that, you may expect a new set of hired thugs gets sent after you if you steal anything after the cooldown period has ended.
Details:
All this mod does is to change a flag in the Story Manager Quest Node that controls the order of events that occur when the player grabs an item in the game world (see the TES5Edit screenshot above). In the vanilla game the hired thugs will reappear only if you complete all the other scenarios (picking up garbage, buying a Dwarven artifact etc.) in a particular order, hence the flag is set as "Do all before repeating". This mod changes that flag to "Random" so that the events may occur randomly.
Requirements:
None
Installation:
Just drop the ESP inside your Data folder and enable it.
Uninstallation:
Disable and delete the ESP. The mod contains no scripts so it won't cause any harm if removed.
Load Order:
Doesn't matter as long as you don't have any mod that modifies the same story manager quest node. See below for potential load order conflicts.
Conflicts:
The mod's ESP needs to placed *after* Player Voicesets, otherwise the mod won't have any effect in your game. You can see the conflict in the TES5Edit screenshot above.
F.A.Q.
Q: Can you make something similar for the bounty collectors (or bounty hunters)?
A: Possibly, but for now, you might want to change (using console commands) the global variable 'WEBountyCollectorChance' to increase your chances of running into a bounty collector. The default value of WEBountyCollectorChance is 25 (i.e. 25%) which means, if you have a high enough bounty (1000+ gold in any hold) there's a 25% chance of running into a bounty collector. When exactly he shows up is determined by world events, but if you want him to always show up then you may want to increase this value, and make it 100 (100%), for instance. Here's how...
getglobalvalue WEBountyCollectorChance should return 25 by default.
set WEBountyCollectorChance to 100 (100% chance)
set WEBountyCollectorChance to 25 (25% chance)
If you want to make these changes permanent, see the optional ESP in the miscellaneous files section. It basically overrides the global value of WEBountyCollectorChance with the value of 100 (i.e. makes it 100%).