stoppingby4now Posted February 7, 2013 Posted February 7, 2013 Discussion thread:Thieves Guild Requirements by kryptopyrWiki Link
DoubleYou Posted February 3, 2014 Posted February 3, 2014 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.
EssArrBee Posted February 3, 2014 Posted February 3, 2014 You can't replace the URL in the boiler plate? Sent from my iPhone using Tapatalk
DoubleYou Posted February 3, 2014 Posted February 3, 2014 But then there are still two separate wiki pages for this mod: https://wiki.step-project.com/Disable_Thieves_Guild_Autostart and https://wiki.step-project.com/Thieves_Guild_Requirements
EssArrBee Posted February 3, 2014 Posted February 3, 2014 Go with the second one. I'm pretty sure I already checked that page for the correct flags on the guide.
DoubleYou Posted February 5, 2014 Posted February 5, 2014 I presume we are using the beta version. If that is the case, we should mention to remove the Scripts/ski_playerloadgamealias.pex (not a gamebreaker, just a smart idea: https://github.com/schlangster/skyui/wiki/MCM-FAQ#should-i-include-the-resources-from-the-skyui-sdk-with-my-mod)
CovertSlinky Posted July 28, 2014 Posted July 28, 2014 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
Nebulous112 Posted November 10, 2015 Posted November 10, 2015 (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 November 10, 2015 by Nebulous112
CorneliusC Posted November 10, 2015 Posted November 10, 2015 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).
Nebulous112 Posted November 10, 2015 Posted November 10, 2015 Hah! LMAO. I guess it seemed unreasonable to me because I doubt I have pickpocketed 25 times in any playthrough I've ever done in Skyrim. :P Nevermind... Ignore these posts lol.
TechAngel85 Posted November 10, 2015 Posted November 10, 2015 We'll be coming out with MCM recommendations for all the mods with MCMs, but it probably will not be this release.
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