Mods for nerfing the OP stealing?

Discuss modding questions and implementation details.
GethN7
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Joined: Sun Sep 01, 2019 6:38 pm

Re: Mods for nerfing the OP stealing?

Post by GethN7 »

Thievery should carry a higher risk depending on store quality. The more well heeled stores should have a higher random chance of having patrolling guards inside, regardless whether you found a place to hide inside or broke in from the outside.

Alternatively, some stores could have magical "alarms" on the shelves after certain hours that will trigger an alert (like summoning a daedra to beat you up like would show up for taking certain items in Morrowind) if you fail a check against the disarm skill for the magical school the alarm is set for, and some will carry more mundane traps on shelves that could cause damage to the clumsy thief.

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Ralzar
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Re: Mods for nerfing the OP stealing?

Post by Ralzar »

Hi, just joined the forums and started looking at how to create mods.

Stealing has allways been completely broken in Daggerfall (ES games in general really). The economy in general just becomes pointless even if you don't steal after a while. Some suggestions:

Bank loans: Base the max loan on som kind of rep if possible. Maybe rep with merchants in the country? Then have the loan be a quest that keeps triggering loan payments. Failure of these quests leads to reputation penalties and leg-breakers.

Wagon: I'm thinking the wagon should either be overhauled or just removed really. As it currently works its basically just a huge encumberance cheat and a lot of the reason for the economy breaking.

Guards: When you do something that triggers guards spawning, that should also be what triggers the arrest popup. Killing guards should also really trigger reputation penalties. Low reputation should then trigger bounty hunters coming after you from time to time (or does the game allready have this if you're a criminal? With stealing being so broken I usually don't touch the criminal elements of the game.)

Stealing from stores: Maybe the easiest is just not to have any items in stock during night? If you still want the option, maybe have the store be open, just the doors locked at night. That way you still need to use the "Steal" function to actually get anything. And then it's just a matter of tweaking what the "Steal" button does.

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Jay_H
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Re: Mods for nerfing the OP stealing?

Post by Jay_H »

The bank loans and shop stealing issues are addressed by Ironman Game Systems ;)

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Kamer
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Re: Mods for nerfing the OP stealing?

Post by Kamer »

Next Warm Ashes update will also be focused on punishing thieves

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Hazelnut
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Re: Mods for nerfing the OP stealing?

Post by Hazelnut »

Blimey, I was also planning something for the R&R mod along those lines too. :lol:
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: Mods for nerfing the OP stealing?

Post by Jay_H »

Well, IGS can toggle each module one by one. There doesn't necessarily need to be an incompatibility :)

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