Thief Overhaul

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Ralzar
Posts: 1793
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Thief Overhaul

Post by Ralzar »

I have been messing about with making a Thief Mod for some time now. This is mostly based on the excellent list of suggestions made by ACNAero. It has been slow going as many of the parts that I would like to mod are not exactly easily modable at the moment. This is the current roadmap:

Lockpick
- Remove level scaling. Chance is based on skill, Agility, Intelligence and Luck.
- Ability to pick magic locks at high level.
- Possible to make more than one lockpick attempt on a door.

Pickpocket
- Remove level scaling. Chance based on skill, Agility, Speed and Luck.
- More and better rewards for pickpocket.

Stealth
- Remove level scaling. Chance based on skill, Agility and Luck.
- You only train Stealth while in sneak mode.
- Crouching while sneaking increases sneak chance further.
- Armor affects Stealth check.
- Mastery halves penalties.

Breaking and Entering
- Moving inside a locked house at night causes Stealth checks.
- Failed Stealth checks causes text indicating you are about to be discovered or guards arriving.
- Taking items from containers requires a pickpocket check, difficulty based on item weight.
- Houses should have chances of better loot based on building quality. (Might do this with a loot pile)
- Guild buildings have thematic loot to steal.
- Banks and Palaces have guards at night.

City Guards and the Law
- Possible to bribe guards before the arrest prompt.
- Crimes are cumulative.
- Debate/Lie options in court should include Intelligence (Debate), Personality(Lie), Luck and your Legal Reputation.


If anyone want to take the current build for a spin:
thief overhaul 0.2.zip
(8.11 KiB) Downloaded 11 times
Last edited by Ralzar on Sat May 01, 2021 11:45 am, edited 2 times in total.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

Asesino
Posts: 56
Joined: Fri Aug 16, 2019 3:14 am

Re: Thief Overhaul

Post by Asesino »

I added this mod, and it is working great; I really am enjoying the new stealthy way of life :)

Could you add to this mod penalties for bashing the door in dungeons (maybe a 20% chance of enemy spawn because you caused so much racket). Right now, I can safely bash every door in the dungeon without alerting anyone other than those in the room. The penalties will give me extra incentive to quietly pick the locks rather than smash my way in.

Great Job as always!
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emmathepony
Posts: 183
Joined: Sat Jun 29, 2019 5:26 pm

Re: Thief Overhaul

Post by emmathepony »

Keeping an eye on this thread, the game needs a much needed thievery overhaul and your changes sound very nice.

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Daniel87
Posts: 256
Joined: Thu Nov 28, 2019 6:25 pm

Re: Thief Overhaul

Post by Daniel87 »

Nice! Finally using thieve skills feels actually meaningful and good! I can see DF getting into a second renaissance :)

ZerioctheTank
Posts: 47
Joined: Mon Sep 16, 2019 2:06 am

Re: Thief Overhaul

Post by ZerioctheTank »

Definitely will throw this in my list and give it a spin. I'll gladly send some feedback your way.

Regnier
Posts: 156
Joined: Wed Oct 02, 2019 6:26 am

Re: Thief Overhaul

Post by Regnier »

Sounds great and is much needed.

Besides the list written here, how would i see the changes in comparison to the vanilla system?

On uesp?

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Ralzar
Posts: 1793
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Thief Overhaul

Post by Ralzar »

You mean what the vanilla rules are? Yeah, you'll see that on the UESP.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

Regnier
Posts: 156
Joined: Wed Oct 02, 2019 6:26 am

Re: Thief Overhaul

Post by Regnier »

im wondering how stealth checks have changed. The uesp says it takes the stealth skill of you and the enemy as well as movement speed and distance from the enemy.

This just takes into consideration your stealth skill and your agility and luck attributes?

imsobadatnicknames
Posts: 326
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Thief Overhaul

Post by imsobadatnicknames »

This is amazing. I always felt like the Thief Skills weren't properly utilized in the vanilla game. I'm defintiely gonna give this a try when I get back into Daggerfall.

I think something else that could also help make thief skills more meaningful would be to rewrite the Thieves Guild quests to actually encourage stuff like breaking and entering and lockpicking. Something I noticed is that there is only ONE quest in the entire Thieves Guild questlist that actually rewards you for breaking and entering (Antique Ivory, in which the number of guards you encounter at the house is lower if you go during the night). In every other TG quest it's always preferrable to just wait until the day and freely walk into your target location than it is to break in at night, which IMO makes the thief skills pretty meaningless.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Daniel87
Posts: 256
Joined: Thu Nov 28, 2019 6:25 pm

Re: Thief Overhaul

Post by Daniel87 »

imsobadatnicknames wrote: Sat Apr 24, 2021 7:38 pm This is amazing. I always felt like the Thief Skills weren't properly utilized in the vanilla game. I'm defintiely gonna give this a try when I get back into Daggerfall.

I think something else that could also help make thief skills more meaningful would be to rewrite the Thieves Guild quests to actually encourage stuff like breaking and entering and lockpicking. Something I noticed is that there is only ONE quest in the entire Thieves Guild questlist that actually rewards you for breaking and entering (Antique Ivory, in which the number of guards you encounter at the house is lower if you go during the night). In every other TG quest it's always preferrable to just wait until the day and freely walk into your target location than it is to break in at night, which IMO makes the thief skills pretty meaningless.
In original DFU making quest that depend on breaking in are tough, as you can try only one time. I think that's why you can just wait untiö it's day. As far as I know, some8ne already works on a mod for these kind of quests.

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