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  • 11 months later...
Posted

Ok, this page needs to be moved to Thieves Guild Requirements, but that page already exists (there are two pages for this mod on the wiki), and I don't know how to do that. Also, are we recommending the beta or the stable file? I'm guessing the stable file.

  • 1 month later...
  • 4 months later...
Posted

Well just noticed that 2.1 was created a week ago, and states that now the compatibility patch for even better quest objectives is no longer needed if you load it after even better quest objectives. Just thought I would share this.

  • +1 1
  • 1 year later...
Posted (edited)

I'm wondering for STEP 2.2.9.2 if you guys would consider a recommendation to lower the pickpocket requirement in the MCM settings. All other default requirements seem reasonable to me, but I remember when looking through the MCM settings, the pickpocket default seemed like an unreasonable number. Unfortunately, my computer is being repaired at the moment, so I can't verify the default value (I'm typing away on my phone atm), but IIRC, I think the default value was something like 100 pickpockets.

 

I do like this mod, for roleplay purposes, if not common sense, but IMHO not all thieves are necessarily amazing pickpockets. Most people I know who play Skyrim (that I have discussed this with) consider pickpocketing their least favourite part of the game, lol.

 

I would suggest 25 pickpockets as a recommendation. Obviously, this number is up to the user (personally, I think I set it to 10), but I think it makes more sense for a base recommendation than the default.

 

Anyone else have any thoughts on this?

Edited by Nebulous112
Posted

The default for pickpocketing actually is 25 with this mod. I think there are multiple variants of playing a rogue character without pickpocketing involved, so personally i always drop this value to 5 (just to fulfill a certain obligation to the thieves guild).

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